ARE YOU A TECHNOLOGY SKILLED PHYSICAL
EDUCATOR? WHAT ARE YOU WAITING FOR?
by Anne
Gibbone, Dept of Health Studies, Physical Education and
Exercise Science, & Sports Management, Adelphi University,
N.Y.
Are
you confronted with the expectation that you should include
technology in your physical education classes or program?
Have you recognized that the students whom you teach are of
the digital age? Technology
is a central part of daily living, and most students are motivated
when technology is incorporated into learning activities.
It's widely accepted that the effective use of technology
broadens educational opportunities. In 2009, NASPE published
a position
statement regarding "Appropriate Use of Technology
in Physical Education" which further highlights design
and implementation of instructional technology. It can be
accessed here.
If steps toward implementing technology have been either nonexistent
or unsuccessful for you up to this point, then this
article is intended to be your guide.
For many teachers technology related professional development,
specific to physical education content, is limited or insufficient.
Professional training can expose and introduce skills so that
teachers can pursue the use of technology, however, typical
formats generally do not allow for easy adoption. Knowing
how to integrate these skills or ideas into your lessons is
important. Understanding the steps to take, after participating
in a workshop or reading an editorial for instance, may help
you actually carry out your intentions all the way through
to new and exciting physical education classes. Specific strategies
necessary for teachers and their colleagues to consider for
transforming ideas into action will be discussed throughout
this article.
First, recognize that the usefulness of technology
for students outweighs the investment of time in updating
lesson or curricular planning to achieve desired goals. Becoming
a technologically skilled physical educator is not going to
happen immediately for everyone. Items and ideas can be scaled
up or down in complexity to match the skill level of both
the teacher and student. Acquiring the ability to integrate
and modify instruction will make routine use more comfortable
for educators (Ertmer, 1999).
A
powerful reason to infuse technology into physical education
is the way in which learning is enhanced for students within
classroom experiences. One could argue that the possibility
of students reaching higher stages of personal reflection
and motivation is greater for teachers who design activities
where students are using technology. Many devices are used
to motivate students, especially those who demonstrate disengagement
tendencies (Fiorentino, 2002). Teachers may make a decision
to use technology based on its capacity to provide opportunities
for individualized feedback and interactions, leading to personal
growth beyond what was being accomplished. Students, therefore,
must be engaged while using the equipment to fully
connect with content that is both meaningful and relevant.
Image a gymnasium full of eighth grade students moving vigorously,
smiling, conversing with peers, and recording personal fitness
information. These students are participating in an active
gaming lesson in dance prepared by their teacher. The word
around the school is that students look forward to attending
physical education class, and this new unit has attracted
school wide interest. As each class enters the gym, students
pick up their fitness worksheet and proceed to the center
circle near the main projector screen for instruction. The
physical educator reviews the concepts and strategies for
the session, and then students go to their stations and begin.
At their station, each group sets the order of a primary
participant (student actively using/connected to the gaming
equipment) and secondary participants (student(s) who are
actively participating without being connected to the equipment).
Using the video controller, primary players select a personal
performance level and start dancing with enthusiasm and intensity,
while secondary participants mimic those movements alongside
them. Students waiting to rotate into a video game station
join the group dancing in front of the projector for practice.
Once the active dance session is complete for primary participants,
they quickly switch roles, record their fitness information
from the screen, and become secondary participants. After
working up a sweat, the class rejoins the center circle for
debriefing and a cool down. Each student places the fitness
information in their folder as they leave the gym.
At this point you may be thinking that you already have students
complete fitness stations and record their results. What makes
this so different? The differences that the video game makes
include, but are not limited to the following;
Students can…
• Maintain attention to the task through direct visual
stimulation with little distraction
• Regulate the intensity of their exercise throughout
the session as selected by the user
• Choose a personal level of skill complexity independent
of others
• Attain personal fitness information immediately (duration,
calories, performance rating, etc.)
• Relate physical education experiences to social and
recreational activities outside of class
• Select song preferences for individual motivation
and dance forms
Introducing video or virtual active gaming may help students,
who spend a lot of time in front of television or computer
screens, choose to spend that time being active instead of
sedentary, or to find a sport that they enjoy pursuing in
teams, leagues, parks or yards. Teachers can find a balance
between virtual and traditional classroom activities to broaden
experiences, and to provide alternative settings. You can
find information about active gaming at PE CentralActive
Gaming for Teachers or The
Exergaming Network.
Steps
for Success
Ample technology is available to support various types of
instruction in a physical education setting, yet teachers
are challenged by their own limitations in knowledge, skills,
and abilities to provide programs that meet student objectives
and expectations when teachers don't have the right type of
support. Effective procedures for including technology in
the curriculum through strategic planning, accessing resources,
and acquiring equipment are fundamental if teachers are to
accommodate best practices.
Once at ease with procedures, strategies, and the examples
of others, teachers can begin using technology
with students in the gymnasium regularly. Let's briefly discuss
events that may occur to make visions a reality if you are
inclined to make active gaming or other technology a part
of your program.
#1- Decide the Type of Technology
Keeping things simple at first is the best solution for those
that are hesitant to use technology,
or who have had little success in their attempts. It may help
to think about how technology can enhance something that you
already do in your class. However, One must know different
types of technology in order to make various attempts. The
latter portion of this article reviews some technology choices
for particular situations in the gymnasium. When deciding
the methods to which technology will be used for learning,
one has to consider goals that students will achieve or how
student performance will be enriched.
In the scenario mentioned earlier the teachers said that
including an active dance game component in a dance unit would
strengthen their curriculum as being continuous lifetime activity.
They decided that active gaming lessons in dance can be used
to excite students when initiating the unit, or teaching specific
concepts that can transfer to other dance styles. These teachers
selected a piece of equipment to enrich their program, and
to fulfill the need for heightened participation by their
students.
During the selection process, there are some important questions
to ask. How will the chosen technology be used to attain developmentally
appropriate objectives? What type of activities will students
be participating in while using the technology? What length
of time is needed to introduce, practice, and assess learning
experiences? Are there unique situations within the school,
or specific implementation issues, that can contribute to
either success or failure? Every teacher has their own content
and variables, so answers may be distinctive. The process,
however, of satisfying those answers can be quite similar.
#2- Work with Colleagues
To be most effective and sustainable, the physical educator
who initially conceives an idea(s) shares these ideas with
other colleagues in order to address these fundamental thoughts.
It can be challenging to implement technology alone, so it
is to your benefit to avoid flying solo, and in many circumstances
it is unrealistic. Technology in and of itself is vastly communal
whether it is in the form of information exchange, equipment
sharing, or social networking.
Collaborative efforts will serve many purposes such as overcoming
anticipated barriers and timesaving support (Ertmer, 1999).
Collegial interactions help formulate strategic planning and
shared decisions. At times, equipment is circulated or located
within certain rooms or facilities which may help connect
faculty in different subject areas. The communication that
is necessary for scheduling and management between peers can
launch ideas for interdisciplinary assignments, or talk about
practices, pitfalls, or supplemental resources. Recognizing
the strong points in other teachers can lead to partnerships
in the quest to seek, gain, and apply technology.
Chances
are good that younger faculty may have more technical experience
and knowledge of current technological devices. A valuable
relationship can be formed between junior and more experienced
teachers as ideas are exchanged, because both participants
have an expertise to contribute. In an example case, a newly
hired teacher brought her personal experience of active dancing
into the gymnasium by helping to select appropriate equipment,
and demonstrating the features of the game to her colleague.
They both created the lesson ideas and materials together
after exploring the possibilities, and began the unit by team
teaching.
Attending professional conferences can be advantageous for
the purpose of observing how other practitioners prepare,
use, and manage technologies. Alternative to traditional workshops,
training can be sought by individuals using Internet resources,
and locating examples of materials or ideas being done elsewhere.
Discussion forums, Blogs, social networks and web conferencing
are approaches for communication that may greatly enhance
collaborative exchanges by reaching larger groups of participants
(Mohnsen, 2006).
As online social networking becomes more commonplace for
an individual, it is likely that they will use it for professional
ventures in addition to personal use. Examples include NASPE
Facebook group, NASPE Forum , NASPETalk, and NASPE's twitter
page, which can all be accessed HERE.
Other sites are PE
Universe, PE
Central Live Question and Answer's, or PE Central Blog/Podcasting
Sites. These online forums allow physical educators to participate
in an array of areas for professional growth.
If you are resistant to engage in these opportunities for
whatever reason, encourage yourself to try as it is certainly
doable for even the least skilled. The websites provided in
this article are very user-friendly, and it is generally a
matter of creating an account and clicking on some of the
features to see how it works if you're a new user. Befriending
the school or district technology coordinator or technical
staff will be an asset to you, as their assistance can be
extremely useful. Communicate your needs, and structure ways
for continued communication throughout the process of implementation.
This can come in handy, especially during class time as troubleshooting
may be challenging for you as a novice with new equipment.
#3- Acquiring Equipment
Once you have figured out what technology you would like to
include in student learning experiences, and how it will be
used, it is now all about how you will acquire equipment that
the school is unable to provide. Thinking about the flexibility
and economical functionality of the equipment you select for
your program may help long term. Will this equipment be used
for a variety of purposes or across multiple curricular units?
How many items or what different arrangements will be necessary
to consider for maximum participation? Do I have the facilities
to accommodate the technology use and if not, what additional
materials or facilities are required? The amount of equipment
will factor into determining how and to what extent technology
will be used (Drucker, 2006).
Sharing equipment may be one of the best ways to tackle tight
budgets. Physical educators may also use alternative spaces
within the school, or enhance gymnasium space through the
use of media projection on walls or station arrangements.
Alternative options to annual budget requests could include
Parent-Teacher Association (PTA) contributions, fund raising,
or grant writing; grants like those from Digital
Wish, or others listed in NASPE's Grant
Opportunities database. The televisions and game consoles
used in the active dance example were refurbished items purchased
for less than half of the current retail prices. The game
disks and dance pads were bought at a package deal rate, and
the LCD projector is owned by the district and was borrowed.
#4- Preparing to Teach
Once you possess the equipment, arrange time for yourself
for hands-on-practice. Find a quiet place where you can focus
on tinkering with the functions and features. Getting yourself
comfortable with using the equipment will put less tension
on you during instructional time. The more at ease you are
with its use, the more you will build student use in lessons
and expand upon the ways in which you design tasks. Planning
for student use is no different from ordinary quality lesson
preparation, except some equipment may involve checking for
technical aspects like batteries, Internet connectivity, etc.
You may want to provide a list to your technology coordinator/director,
of days you plan to use the technology, so that they can be
available to you, and/or for coordination, so that there are
no conflicts of interest. If you are using items that require
a certain amount of electricity or a server, for example,
you will want to touch base with technical staff to avoid
any unanticipated problems. Performing a test of equipment
prior to using is always recommended.
The active dance game scenario had equipment organized so
that students had both individual and group practice opportunities
through the use of multiple small stations and one larger
central station. The equipment was set up prior to the start
of classes, and remained as it was placed for the day. If
equipment had to be moved, the stations could be packed up
quickly and were on wheels. Students can be instantly active,
and continue to be active throughout the period, because the
layout allowed for maximum participation of everyone. Students
were required to record fitness results each day as part of
their daily points earned. Summative assessment of knowledge
can be achieved by a personal reflection assignment once the
teachers have had a series of class discussions about the
fitness and lifetime application related to class activities.
Summary
Technology is consistently evolving, and educators will need
to adapt to these changes to bring relevant and motivational
learning tools to the gymnasium. At present, there are many
software designs, online programs, and wireless devices that
can be used to promote movement and physical fitness (Castelli
& Fiorentino, 2008). The quality and diversity of active
video, digital exercise equipment, and other technologies
are growing rapidly and can be suited to every instructor.
This article offers steps toward empowering yourself and your
lessons with technology that can make your classes new and
exciting environments.
biography: Anne Gibbone is an Assistant Professor in the
Dept of Health Studies, Physical Education and Exercise Science,
& Sports Management at Adelphi University in Garden City,
New York. Her primary research focus is in the area of technology
integration in physical education, including attitude development,
personal and social implications, and its impact on teaching
and learning.