The
DBMS
Story
Professional Development
What
Students Say
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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.
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