Class Schedules

Friday, October 7, 2016

Get Moving: 24-Hour Movement Guidelines- EXAMPLE 2

For the first time in our society, kids are sitting more than they sleep.

According to the 2016 ParticipACTION Report Card on Physical Activity and Children and Youth, "Canadian kids are inactive and they may be losing sleep over it." For every hour that our kids spend in sedentary activities, their sleep is delayed by 3 minutes. With the average kid, age 5 to 17, spending 8.5 hours of sedentary behavior each day, this is having a negative effect on their sleep – so much so that it is being referred to as a "sleepidemic" (ParticipACTION, 2016). About one-third of Canadian kids are sleep deprived and it is effecting their ability to stay awake during the school day. 

Approach to student wellbeing in 2016-17- EXAMPLE 1

In today’s society, the use of an iPad®, smartphones, Apps, exergaming, and pedometers is prevalent in physical education. The complicated part is to be knowledgeable about which technology to use in your curriculum, and deciding which one is efficient and effective both for you and your students.
A popular, less expensive way to include technology in your curriculum is through the use of applications, or Apps, on a tablet or smartphone. There are hundreds of Apps, and deciding which ones to use is not an easy task. Below is a short list to guide you in your search, ensuring you choose credible Apps that fit your curriculum.
  1. Learning First: There are many Apps that the students will enjoy. Our job is to make sure there is first and foremost learning value in an App. Any App you choose should assist in accomplishing the learning objectives for the lesson.
  2. DAP in PE: An App may not meet the developmentally appropriate guidelines suggested by the National Association of Sport and Physical Education and other professional physical education organizations. For example, if a few students are active using the App, other activities must be used to maximize participation or the App should not be implemented.
  3. Buyer Beware:  Do not purchase an App until you have read the reviews. Even though $0.99 may seem inexpensive, dollars add up. Remember, you can delete an App to create more storage, but you cannot get your money back.
  4. Self-Explore:  Practice using any App you purchase and plan to implement in your classroom to ensure you understand what the students will experience and any glitches that may occur.
The bottom line is physical education teachers first need to know or understand what they need in their curriculum. Do you want an App to assist with assessments? What about an App to assist with content you are not comfortable teaching? Or, maybe one that adds a little exploration for your students during a fitness lesson? Once you decide your goals, the next step is to simply go to the App Store (Apple products) or Google play (Android products) on your device and type in keywords related to the content such as “physical education,” “physical activity,” “timers,” “attendance,” etc. Read the reviews and try a sample, if possible. Once downloaded, explore the App and ensure you understand its features and functionality.
Finding and implementing Apps and technology can be overwhelming. Take small steps and start with just 1 App until you feel more comfortable with the transition.  Part II of this blog will providing specific examples of quality physical education Apps and their value in your classroom.