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Grades 6-8 The objective of Generation Fit for middle school students is to serve students in the following areas: When a middle school subscribes to the Generation FIT curriculum the magic begins.  Take a look at a success story from Deerfield Beach Middle School in Broward County FL
There is a great deal of funding available for projects like this. Take a look at our Service Learning for Teachers section.

For more, see our section on RESEARCH and School Fitness Solutions.
Explore the ExerLearning
Introduce your students to a kid-driven project geared to increase smart food/beverage choices while encouraging an active lifestyle: GET OUTTA MY FACE.

For more information, custom planning and training, just drop us an e-mail!




The Vending Machine Dilemma - Catalyst to exciting learning opportunities

When a middle school subscribes to the Generation FIT curriculum and purchases a minimum of three interactive dance video game stations, we will provide the guidance and resources that will allow a classroom teacher, business class, club or after school program to generate funds for the school while providing a teen-tested learning opportunity.

The"Prevention of Childhood Obesity Act" (S. 799), opened new healthy awareness in schools. In schools that receive federal funds, the bill would ban vending machines that sell "foods of poor or minimal nutritional value," including soda pop, some candy, chewing gum, etc. It would provide grants to schools that prohibit advertising and marketing of "foods of poor or minimal nutritional values such as fast foods, soft drinks and candy," or provide food options low in fat, calories and added sugars, such as fruits, vegetables and whole grains. It would require daily physical activity classes, and would encourage the consumption of water in school and in communities.

This rationale begs the question: Why simply change the food offered in a vending machine? Many interviews with students in grades 6-12 have pointed to the following surprising fact: Food is often purchased as a diversion. It is simply one of the view ways students can "buy something" while at school. When asked, "If you had a choice of buying time on the dance mat game or buying cookies after lunch, which would you buy?" Most eagerly agreed - "We want the dance game! We'd buy time on the dance mats."

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There are lots of options for changing the vending and fundraising candy sale mentality. one is Punkdajunk! Take a look.” The dance video game goes one step further by skipping the “food” offering altogether. Provide dance-movement-fun, instead of a candy bar.

Removing fatty, sugary and salty snacks is one step in the process of making school a healthier place to learn. Adding more opportunities for aerobic exercise, agility, eye-tracking practice, entrepreneurial management of a dance-game business - now we're on the road to a powerful paradigm change. Now imagine your most dis-engaged, unmotivated students trained to manage. market and organize the dance mat program as a fund-raiser for your school. If this sounds like a program that would meet your school goals and objectives while enriching the learning experience for hard to reach or at-risk middle school students, simply drop us an e-mail and we'll get to work on your custom program.

There is a great deal of funding available for projects like this. Take a look at our Service Learning for Teachers section. You can engage community partners while providing students with fitness and real workplace skills. Take a look at the Generation FIT program for creative and useful student engagement and Faculty Wellness options.
For more, see our section on RESEARCH and School Fitness Solutions.

For more information, just drop us an e-mail!



Fitness and Technology - Integrating What You Have for Increased Student Engagement

Technology literacy is built on four proven research results:
  1. Project based learning is effective - Doing projects using technology shows that students know and understand technology as compared to simply learning out of context technology skills.
  2. Authentic assessment is accurate and informs practice - Student achievement can be assessed better and provide relevant feedback if the evaluators know the student and the assessment is based on student-produced work rather than tests.
  3. Peer mentoring is effective - Students learn from their peers in a non-competitive learning community better than they do in a completely teacher-directed classroom. In addition, the benefits to the peer mentors are well documented.
  4. Students can be agents of positive change - Students can be accountable for their own learning when given well-designed opportunities and trusted to take that responsibility seriously.
Judy Shasek, who developed the Generation FIT curriculum, has more than a decade of experience in the school setting working with fitness, technology and a diverse student mix. In addition, she has a background in the powerful model developed by Dennis Harper, Gen Y. If you have students in need of a technology project that integrates fitness, physiology, science or math we have project guides for generation FIT subscribers. Perhaps you have students who are expert at building web sites, creating digital pictures or videos - but, they have no interest in fitness. Our peer mentoring project guides can provide the frame for rich collaborative projects that tap into unique interests and talents among diverse students.

Do you have heart rate monitors? Exergames are a wonderful way to track fitness improvements using a heart rate monitor. More fun than endless running on the track, an exergame is an activity almost all students want MORE of, and their HR improvements will be a motivating result to track. 

If technology-fitness integration is a program that would meet your school goals and objectives while enriching the learning experience for your students, simply drop us an e-mail and we'll get to work on your custom program. Once you become a Generation FIT school subscriber your Generation FIT DVD will get you started!

 
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