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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."

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:
- 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.
- 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.
- 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.
- 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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