Wednesday 5 April 2017

Innovative Ways to Use Technology

How can we Incorporate Technology for Children and Youth?

According to the article  Innovative Ways to Use Modern Technology to Enhance, Rather than Hinder, Physical Activity among Youth, written by Martin, Coleman and Hienrich (2015), children need at least 60 minutes of physical activity a day, to stay healthy and active. Many adolescents and children do not meet this requirement because argue lies between the massive hours being spent staring at a screen, not being physically active (p. 47). Screen-based activities evidently show that it is related to various health risks, such as poor measures of body composition, decreased fitness, lower self-esteem, and reduced pro-social behaviours (p.47). This informs that modern technology is leading to reduced amounts of daily physical activity. There are still controversial debates over the use of technology, between the idea of it being beneficial or non-beneficial for children. It is the matter of idea of adolescents and children parents, or those in their care are able to find substitution and appropriateness for technology use.

Below are some suggested ideas of how physical activity can increase with the use of digital technology. 

However, 

There is potential evident of effectiveness that screen-based technology can increase activity among adolescents and children. Technology should not be a replacement to teaching, but another mode of implementing appropriate pedagogical practices. 

"Technology is just a tool. In terms of getting the kids working together and motivating them, the teacher is the most important." - Bill Gates

Active Video Games (AVG)


Active Video Games allow children and youth to take part in practicing skills and physical competence (p. 48)

It encourages: 
- Social reinforcement 
- Opportunities to be with friends or make new friends
- Motivation
- Activeness

Zumba Fitness Rush
Examples of some AVGs (XBOX): 

Zumba Fitness Rush: Consists of a large database of music in which encourages multiple forms of dance styles. 
Dance Central 3



Dance Central 3: Provides instructions and guidance for the participants to learn and physical do the dance moves shown in the game. 
Nike + Kinect Training





Nike + Kinect Training: A game where the participants are lead through fitness based training, like attending exercise, workout classes. 



Active Video Games are not only found on console based technology, it can be found on smartphones, tablets, and any other smart devices that have access to active video games. For further information about how to incorporate technology as a tool for learning, feel free to visit this article Innovative Ways to Use Modern Technology to Enhance, Rather than Hinder, Physical Activity among Youth


There are always ways in which technology can be used as a benefit rather seen as a negative use. As explained above technology could be an issue that leads to physical health issues, but it is dependent on how technology is use. Active video games can be substituted for those who are not active on a daily basis. Through observations workings with young children, many of them are more tuned in with digital technology, than full on free-play. If this is a case then being innovative with technology will support the increase of physical health and activeness. 

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1 comment:

  1. I agree with you, even though technology is deemed as something bad, it does have its perks in communication as a lot of people now use online platforms to learn and express themselves.

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