< Welcome to Generation FIT
     
HOME | ORDERS | CONTACT    

The DBMS

Story
 

 



 



Professional Development

What Students Say
What Students Say:  Ja'Mesha believes that the same fitness and health benefits active video games provide for her and her peers are equally useful to teachers, "The teachers will be happy that we are willing to share our time with them.  We can show them that they can make a choice to play the games instead of having a cigarette or eating a candy bar when they have free time."

Jerome is eager to use Generation FIT in his computer class, "My class is 90 minutes long and it's hard to concentrate that long. i can take my Groove krew team to the dance mats and we can do three songs. When we get back to the computers we're ready to work again."

Josee adds, "I get sleepy when i have a hard lesson sometimes.  If we all do two or three songs it gets blood and oxygen up to our brains so we can focus better."

Avery is excited to share what he has learned about the brain, "When you do games like In The Groove it helps you grow more connectors in your brain. They are called neurotransmitters.  You can keep more information in your brain when you have more connections.  It also helps you track words and patterns when you read."

More than 200 research studies have proven a direct link between ten minutes of rhythmic, aerobic exercise and increased academic success and focus in cognitive tasks (like reading and math) for students of varied learning styles and needs. For more information and the full ExerLearning® research paper, e-mail us at info@generation-fit.com.  Our ExerLearning® BLOG is a great way to learn more.   

 
Sponsored by   revivenation     
  © Copyright invenTEAM 2005 All Rights Reserved.