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Healthy Exergaming

Exergaming: motion-based video games used as physical activity and as a starting point for thinking critically about technology. Students alternate game turns with fitness challenges and compare the experience with the real sport.

PhaseMain activitie
Duration22 min
Ages12–16
SpaceGym or classroom
EquipmentMotion-sensing game consoles, Screen
IntensityModerate

How to play

  1. Explain the rules for using the equipment and tape off a 6 x 6 ft safety zone in front of each screen (3 min).
  2. Make groups of 4–5 per console: one or two play while the rest wait outside the marked zone.
  3. Rotate in 3-minute turns on dance or sports games.
  4. Students who are waiting complete a fitness challenge at the same time: jumping jacks, squats or copying the game's moves.
  5. Take pulse before and after a turn to compare intensity (2 min).
  6. Closing discussion: how is playing the video game different from playing the real sport? (5 min).

Rules

Variations

Easier

Low-intensity games such as bowling or golf.

Standard

Rotating turns with fitness challenges for those waiting.

Harder

Compare heart rates for the video game and the real sport on a worksheet.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Test the games and connections before class; a visible timer for turns prevents arguments.

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