FootPOWR is a peripheral that can do anything a mouse can do - adding physical activity to thousands of existing computer games and software. For more see http://www.footgaming.com
6. Why are these the default “ computer game” peripherals?
7. FootGaming is all about empowering gamers of all ages with the power of movement, balance, eye-tracking, prediction and game-play to the gaming and virtual world experience.
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9. Why do we need this in our 21 st Century “screen-intensive” world?
15. Choosing between P.E. and academics sets up "a false debate, because our moving brain is our thinking brain. The same ... cells that we move with ... are the ones we use to think. When we move, we activate them ," Dr. John J. Ratey, the author of "Spark: The Revolutionary Science of Exercise and the Brain."
19. How can ExerLearning benefit students and their teachers?
20. Music, rhythm, and the repetitive practice of patterns found in many computer and video games using balance and eye-tracking are all powerful tools for physical and mental learning. Research has linked active rhythmic play with increased language discrimination and development, math ability, improved school grades, better-adjusted social behavior, and improvements in "spatial-temporal reasoning," - a cornerstone for problem solving.
21. FootGaming adds exertion equal to or exceeding the physical activity of an average recess and many PE classes. The addition of using even 150 additional calories per day could have a dramatic impact on our nation’s collective wellness. Energy Expenditure of Sedentary Screen Time Compared With Active Screen Time for Children Lorraine Lanningham-Foster, PhD a , Teresa B. Jensen, MD b , Randal C. Foster, BS a , Aoife B. Redmond, MBBCh b , Brian A. Walker, DO b , Dieter Heinz, MD b and James A. Levine, MD, PhD a FootGaming 3-10+ METS
22. FootGaming adds exertion equal to or exceeding the physical activity of an average recess and many PE classes. The addition of using even 150 additional calories per day could have a dramatic impact on our nation’s collective wellness. Energy Expenditure of Sedentary Screen Time Compared With Active Screen Time for Children Lorraine Lanningham-Foster, PhD a , Teresa B. Jensen, MD b , Randal C. Foster, BS a , Aoife B. Redmond, MBBCh b , Brian A. Walker, DO b , Dieter Heinz, MD b and James A. Levine, MD, PhD a
23. At Home , At School, At Work re-charge with the rhythm of fun! 10 minute work break reduces stress while sharpening and re-focusing the mind Playing casual games for just 10 minutes can lower stress, boost concentration and enhance your mood Students and employees are motivated to come to school or work when FootGaming is part of the day Adding physical activity to conventional “computer time” – increases energy, oxygen, balance, fitness and calorie loss Positive energy increases via regular FootGaming breaks – we are more focused, productive and awake
24. Choose to Move – with FootPOWR FootGaming is an easy-to-deliver method of tying the cognitive benefits of select game/software to the brain-enhancing effects of rhythmic aerobic exercise and balance at home, at work, at school. See: Generation FIT www.generation-fit.com ExerLearning http://exerlearning.blogspot.com FootGaming Website and Teacher resources www.footgaming.com FootGaming Blog http://footgaming.blogspot.com Brainy Stuff http://www.slideshare.net/invenTEAM/brainy-stuff-1078097# FootGaming, Casual Games and ADD/ADHD http://www.popcap.com/press/release.php?pid=393
25. Copyright 2009 – FootGaming, FootPOWR, ExerLearning and Generation FIT are registered trademarks of invenTEAM-Shasek 2005-2008 Judy Shasek www.FootGaming.com [email_address] 541-410-1478