What’s a FootPOWR peripheral?
FootPOWR peripherals look
like the dance mats conventionally used in dance video games.
The similarity ends there. Added FootPOWR TECHNOLOGY microcontrollers turn
the dance mat into a computer peripheral that can do anything a
mouse (or select keyboard input) can do.
You simply plug the FootPOWR pad into the computer USB port, stand on the pad and move your feet to move the cursor. Suddenly many of a school’s existing educational software games and hundreds of other software can become physical activity and balance generating interactive tools for your students. For more, see http://footgaming.blogspot.com
Evidence that physical activity affects the brain in ways that improve learning has been mounting from the fields of molecular, cognitive, behavioural, and systems neuroscience, psychology, and directly from field studies performed in schools. That information inspired the development of Generation FIT (Shasek, 2004-2008) over five years and led to the development of the FootPOWR pad. Teachers need easy to use tools that deliver results. Schools need fitness tools that can be obtained via reading, math, Title I and technology budgets when PE budgets are not enough. ExerLearning delivers results and the FootPOWR peripheral makes it easy.
We’ll explore how select video games and computer delivered curricula can be re-framed as FootGaming: activity-generating opportunities. By re-inventing the computer “controller” from a mouse or keyboard used while sitting, to a dance-mat type tool that requires rhythmic activity and balance we can positively and easily impact learning and the needs of diverse learners.
In addition to improved health, studies have shown that fitter
students have:
• higher academic achievement,
• more positive behavior
• lower absenteeism and
• increased self-esteem.
Imagine having a program that requires almost no time to
implement yet can deliver exactly what many of your most
challenged students need. The question arises: What are
the educational/learning outcomes from some of the games we
suggest as resources? It’s obvious that if a
student can do his/her computer delivered math program while
moving that oxygen to the brain will increase along with math
skills, focus and other positive physiological changes. But
what about games that, on the surface, look like
“play?” Explore Exerlearning.



