TEAM e3 Procedures and Getting Started
In a classroom, students want to play the sort of games we have
selected for
FootGaming. These games add physical activity during
computer use time, reduce stress, relieve anger, improve mood,
provide balance and eye-tracking practice and are among the
best deigned games on the market. The built-in
“fun-factor” is useful for teachers.
In a very short time students can be taught a summary of brain research connecting
physical activity to many benefits to spatial temporal
reasoning, optimal brain function and academic success.
Once the students
realize that FootGaming is not simply a reward for work
completed or a diversionary toy, they respect it in new
ways.
The next step is for teachers to take the time to develop a set
of expected behaviors around the use of the FootGaming.
An effective strategy has been used through a student-led
ExerLearning program, Generation FIT, in more than 200 schools
over the past five years (http://www.generation-fit.com).
The 30% most challenged or challenging students are trained to
lead and manage peers in groups of 2-3 using the exergame
available in class. Leadership, providing a valuable service, the
actual impact of the exergame practice and the understanding of
related brain research all serve to positively impact these
targeted students.
• The student mentors rotate to the exergame stations
in a classroom as it suits the teacher. Ideally, the students
will enjoy one or more 10-15 minute ExerLearning breaks
throughout the school day. Before a particularly
difficult assignment, at the completion of a contracted amount
of work, or when frustration, stress or other negative emotion
threatens to undermine a student’s best learning an
ExerLearning session can be assigned.
• When FootGaming is added to the classroom the
novelty may attract attention from non-participating students.
Consistent adherence to expected behaviors is important.
In most cases students who need a consequence for unacceptable
behavior around the exergaming activity will change quickly
when their ExerLearning break is cancelled and they are
positioned at then end of the student rotation.
Summary of TEAM E3
Organization:
A group of 6-10 students are selected. You could probably
select any students (33% of your class, a 1:2 ratio) and the
team would be successful. That success is all related to the
short, but very important training time invested up
front. When selecting your team, take some time to
consider which students need a dose of behavior-modification,
leadership roles, social confidence, more reading or math
success, recognition of athletic or musical skills and
such. Students who participate in a program like TEAM E3
talk about school with families more and attend school
(reduction of absenteeism and increased family engagement were
some of the success results from our pilot project).
TEAM e3 processes allow for “Program Management
Credits” students value. These credits can be earned for
contracted achievement in attendance, class performance and
productivity and attainment of skill levels.
A “Mobile FootGaming Unit” consists of 2-4 FootPOWR peripherals on a cart. The team will deliver these to the area where FootGaming will take place; in a classroom, the media area, the computer lab or common area. The TEAM E3 students are the only students allowed the privilege of delivering the FootGaming program and mentoring when they have earned enough Program Management Credits” to qualify for filling a time slot.
What’s a time slot? Teachers can reserve the “Mobile FootGaming Unit” one day ahead. They will most likely schedule it so that their own students most in need of ExerLearning interventions can practice. The TEAM E3 students are then scheduled to deliver the FootGaming each day. By requiring students to earn the right to deliver FootGaming, teachers are confident that their class and assignments are honored. By having the right to leave class and perform a role deemed “cool and important,” the targeted students are absent fewer days each quarter. By expanding the number of teachers who experience the benefits of ExerLearning delivered by FootGaming, time slots will fill quickly and benefit to students will multiply accordingly.
Individual teachers with 1-4 FootPOWR peripherals in the classroom can organize a TEAM E3 program from among their own students. This makes a dramatic change in the classroom dynamic and academic, productivity and social outcomes.



