TEAM e3 Procedures and Getting Startedcubeteame3only.gif 

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.

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