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	<title>Digital Culture &#38; Education &#187; Christopher Walsh</title>
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		<title>The future of Digital Culture &amp; Education (DCE</title>
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		<pubDate>Thu, 15 Dec 2011 08:31:42 +0000</pubDate>
		<dc:creator>Christopher Walsh</dc:creator>
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		<category><![CDATA[Christopher S Walsh]]></category>
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		<description><![CDATA[Editorial
Christopher S. Walsh &#38; Thomas Apperley
Published Online: Dec 15, 2011
Full Text:   HTML,  PDF (276 KB) 
When we began editing Digital Culture &#38; Education (DCE) 3 years ago, we embarked on what for us, and for many of our readers, was a new journey. The journey was about making scholarly work around digital [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Editorial</strong><br />
<strong>Christopher S. Walsh &amp; Thomas Apperley</strong><br />
<strong>Published Online: Dec 15, 2011</strong><br />
<strong>Full Text:   <a href="http://www.digitalcultureandeducation.com/uncategorized/dce_the_future_2011_html/" target="_blank">HTML</a>,  <a href="http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2012/02/dce_the_future_2011.pdf" target="_blank">PDF</a> (276 KB) </strong></p>
<p>When we began editing <em>Digital Culture &amp; Education </em>(DCE<em>)</em> 3 years ago, we embarked on what for us, and for many of our readers, was a new journey. The journey was about making scholarly work around digital culture and education available via open access (OA) to challenge the hegemony of publishers by providing all articles in digital and downloadable print formats. This makes the scholarship in DCE widely accessible and our intention is to remain OA in the future.</p>
<p>DCE has been working to redefine and/or further digital culture’s focus and relationship with educational scholarship that theorises identity, globalisation, health, development, sustainability, wellbeing, subjectivities, networks, new media, gaming, multimodality, literacies, entrepreneurship and related issues. It is a deliberate move on our part to engage a cosmopolitan and globalised audience for DCE by providing an interactive scholarly context for the uptake of new technologies alongside the emergence of digital culture and its impact on teaching, learning and research across institutional and non-institutional contexts.</p>
<p>Volume 3, Issue 2 successfully marks the three-year anniversary of DCE. To increase the visibility of all articles we also joined the Directory of Open Access Journals (DOAJ) in 2010 and made our editorial board transparent and public.  To date we have published 34 articles, 3 book reviews, 2 conference reviews and an interview. We have also supported 2 special guest edited issues: one by Dana Wilber entitled “Beyond ‘new’ literacies” and the other on digital games and second language acquisition in Asia by Michael Thomas.</p>
<p>After three successful years, we want to take this opportunity to thank all of our editorial board members for their tremendous support and the invaluable service they have provided to help make DCE a success.  DCE’s editorial board is transdisciplinary and has expertise on theory and research in areas of digital culture which are relevant across diverse contexts. The editorial board is continuing to grow and the journal brings together scholars from education with scholars from emerging new media fields, such as mobilities, game studies, internet studies and digital aesthetics. Additionally, many anonymous reviewers have contributed to DCE. Their commitment to high quality feedback and the vision of the journal have had an enormous impact on manuscripts published and the wider impact of the journal internationally. We rely entirely on the dedicated and uncredited labour and would like to thank all reviewers on our behalf as editors, but also on behalf of the authors they provided feedback to.</p>
<p>As the editors of DCE, we also want to acknowledge that the journal was initially made possible through an Australian Research Council (ARC) grant entitled “Literacy in the Digital World of the Twenty First Century: Learning from computer games” (2007-2010). The successful team awarded the grant consisted of Professor Catherine Beavis (Griffith University), Professor Clare Bradford (Deakin University), Dr. Joanne O’Mara (Deakin University) and Dr. Christopher S. Walsh (The Open University, UK). The grant was an ARC Linkage Grant and our industry partners were The Australian Centre for the Moving Image (ACMI), The Victorian Association for the Teaching of English (VATE) and the Department of Education and Early Childhood Development (DEECD). Dr. Thomas Apperley (Monash University) was the grant’s research fellow and Dr. Amanda Gutierrez (Australian Catholic University) was the project’s research assistant. The project was extremely successful and more information can be obtained by visiting the project website at <a href="http://www.learningfromcomputergames.com/">www.learningfromcomputergames.com</a>.</p>
<p>The future outlook for DCE is very positive and encouraging. We are increasingly receiving more submissions and requests for special guest edited editions.  Next year DCE anticipates having at least three issues, perhaps four.  Of particular interest is the special themed issue “Building the HIVe: Increasing social and political science representation in the HIV field by gay men, other men that have sex with men (MSM) and transgender (TG) communities deploying digital technologies” edited by Gurmit Singh (University of Leeds), Christopher S. Walsh (The Open University, UK) and George Ayala (The Global Forum on MSM &amp; HIV -MSMGF) with an introduction by Judith D. Auerbach, the former Vice President of Science and Public Policy at the San Francisco AIDS Foundation.  The issue will present 8 articles from around the globe. The articles  highlight how community-based researchers, practitioners and activists designed and shared networked and digital community-based and led interventions to address that social and technological drivers of HIV to transform HIV prevention and education in their localized contexts.</p>
<p><span style="color: #ff6600;"><strong>Volume 3, Issue 2</strong></span></p>
<p>In our current issue we present timely articles on digital culture that investigate the role of active gaming in fighting childhood obesity, youth’s digital video production that assists them in dealing with personal and community problems by drawing on their multimedia compositions as a form of healing and game based learning to enact a pedagogy of ‘learning as becoming’ in classroom contexts. Additionally there is an article on the Audio Visual Achievement in Literacy Language and Learning programme in New Zealand. For the first time, DCE has published a provocative interview on the Critical Point of View collective and we conclude the issue with a review of the Key Competencies in the Knowledge Society (KCKS) conference (2010).</p>
<p>Lisa Witherspoon Hansen and Stephen W. Sanders’ article “Active gaming: A new paradigm in childhood physical activity”, explores how childhood obesity in the United States is on the rise and how technology is often blamed for creating an increase in sedentary lifestyles. They put forth an argument for active gaming as a possible cure.  They describe active gaming as a contemporary approach to exercise that provides children and young people essential daily physical activity and exercise. They illustrate how the use of active gaming equipment and the creation of new facilities for active gaming is becoming more accessible. They also argue that active gaming works because it is aligned with adolescent culture and lifeworlds by providing physical activity via gaming technologies as an alternative to traditional exercise.   Benefits as well as concerns and considerations of active gaming are discussed in order to clearly appreciate the impact the medium is currently having on the daily physical activity patterns of children and young people.<strong> </strong></p>
<p><strong> </strong></p>
<p>The second article, “Learning as becoming through performance, play, and dialogue: A model of game-based learning with the game Legends of Alkhimia”, by Yam San Chee describes the challenge of designing game-based learning to enact a pedagogy of ‘learning as becoming’ in classroom contexts. Chee argues that the theory of human information processing fails to provide a tenable account of human learning. He proposes a pragmatist notion of education that foregrounds experience and inquiry to provide an alternative foundation for envisioning education in the present. Then, drawing on social theory to provide a theoretical framing for game-based learning design, she instantiates this framing through a Performance–Play–Dialog (PPD) model. In conclusion Chee argues in favour of a shift to performance as a key construct for framing human learning by illustrating the PPD Model using the game <em>Legends of Alkhimia</em>.</p>
<p>“When I make a film, it’s out of my head”: Expressing emotion and healing through digital filmmaking in the classroom” by Brian Baily reports on a two-year ethnographic study in two high schools where adolescents used digital video production in school to express emotions, deal with personal and community problems and even draw on their multimedia compositions as a form of healing. Baily illustrates how youth are using digital literacy to help them to make sense of their lives while attempting to make changes within themselves and their communities. Bailey draws on New Literacy Studies’ theoretical framework, to argue that the literacy practices of adolescents in his study allow them to make sense of issues and emotions in their lives and cope with their life circumstances through showcasing their films to audiences within and beyond their schools.</p>
<p>Faye Parkhill, Jilaine Johnson and Jane Bates’ article, “‘Capturing literacy learners: Evaluating a reading programme using popular novels and films with subtitles” explores the Audio Visual Achievement in Literacy Language and Learning (AVAILLL) programme in New Zealand. AVAILLL is an inexpensive, innovative, multimedia, six-week intensive reading programme to supplement classroom practice through the use of popular, subtitled movies and accompanying novels.  The AVAILLL programme is used to engage students in reading through with targeted literacy-based activities. It has been implemented effectively in Christchurch, and other schools in New Zealand and the USA. Their paper reports on a large experimental research study examining the effectiveness of the AVAILLL programme. The authors present findings from six New Zealand schools which indicated gains in pupils’ comprehension and vocabulary, with sustainability of improvement over a six-month period alongside a noteworthy increase in fluency and engagement in reading.</p>
<p>In “Review of Key Competencies in the Knowledge Society Conference 2010: E-learning and computer competency research in the age of social media”, Michael Nycyk the Key Competencies in the Knowledge Society conference, held as part of the International Federation for Information Processing World Computer Congress  in Brisbane, Australia. Nycyk discusses the uniqueness of this conference which presents a transdisciplinary mix of research from commercial and corporate sectors, non-profit organisations, government departments, schools and academic researchers from many countries. He provides a detailed review of the conference and highlights how social media and technological devices are educational tools are now becoming indispensable for learning and acquiring information and knowledge.</p>
<p>In DCE’s first ever interview, with Nathaniel Tkacz, we learn about the Critical Point of View (CPOV) collective project that brings together researchers with a focus on Wikipedia. Tkacz describes how CPOV is first and foremost a research network, maintained in part through a discussion list with outputs included three conferences (in Bangalore, Amsterdam and Leipzig), two websites and most recently an edited anthology, <em>CPOV: A Wikipedia Reader</em>. Of interest to DCE readers is how CPOV discusses the relationship between Wikipedia and Education.</p>
<p>The cover image of<em> DCE </em>is courtesy of Orange Segment Print and Design Studio based in Manilla, founded in 2004 by graphic designer Alexis R. Pamintuan. The company started in graphic design but quickly expanded to digital printing. Today, they cater to a wide variety of clientele — from students, freelance artists, professional photographers, government and private establishments — for their CNC routing, paper, large-format, fine art and novelty print and design requirements. For more information about Orange Segment Print and Design Studio, visit their website at <a href="http://orangesegment.ph/">http://orangesegment.ph/</a></p>
<p>DCE has an open call for proposals for the development of guest-edited special themed issues and cover art. Guest editors and artists should send a short proposal to <a href="mailto:editor@digitalcultureandeducation.com">editor@digitalcultureandeducation.com</a> for more information.</p>
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		<pubDate>Thu, 15 Dec 2011 01:11:56 +0000</pubDate>
		<dc:creator>Christopher Walsh</dc:creator>
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Christopher S. Walsh &#38; Thomas Apperley
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Image courtesy of Orange Segment Print and Design Studio 

]]></description>
			<content:encoded><![CDATA[<p><strong>Editorial</strong><br />
<strong>Christopher S. Walsh &amp; Thomas Apperley</strong><br />
<strong>Published Online: Dec 15, 2011</strong><br />
<strong>Full Text:   <a href="http://www.digitalcultureandeducation.com/uncategorized/dce_the_future_2011_html/" target="_blank">HTML</a>,  <a href="http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2012/02/dce_the_future_2011.pdf" target="_blank">PDF</a> (161 KB) </strong></p>
<p><strong><a href="../../uncategorized/vol3issue2cover_orange_segment/" target="_blank">Image courtesy of Orange Segment Print and Design Studio</a> <a href="../../uncategorized/vol_3_iss_1_cover_salzar_rahman/"><br />
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		<title>Active gaming: A new paradigm in childhood physical activity</title>
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		<pubDate>Thu, 15 Dec 2011 01:10:24 +0000</pubDate>
		<dc:creator>Christopher Walsh</dc:creator>
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		<description><![CDATA[Lisa Witherspoon Hansen &#38; Stephen W. Sanders
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			<content:encoded><![CDATA[<p><strong>Lisa Witherspoon Hansen &amp; Stephen W. Sanders</strong><br />
<strong> </strong><strong>Published Online: December 15, 2011</strong><br />
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		<pubDate>Wed, 14 Dec 2011 20:14:34 +0000</pubDate>
		<dc:creator>Christopher Walsh</dc:creator>
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		<description><![CDATA[Lisa Witherspoon Hansen &#38; Stephen W. Sanders
 Published Online: December 15, 2011
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Abstract
 
Childhood obesity is on the rise and children’s participation in physical activity is struggling to maintain the same velocity.  Technology often blamed for creating this increase in sedentary lifestyles, however it may also provide the cure.  Active [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Lisa Witherspoon Hansen &amp; Stephen W. Sanders</strong><br />
<strong> </strong><strong>Published Online: December 15, 2011</strong><br />
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<p><span style="color: #ff6600;"><strong>Abstract</strong></span></p>
<p><strong> </strong></p>
<p><em>Childhood obesity is on the rise and children’s participation in physical activity is struggling to maintain the same velocity.  Technology often blamed for creating this increase in sedentary lifestyles, however it may also provide the cure.  Active gaming is a contemporary approach to exercise that can provide children much needed daily physical activity. The use of active gaming equipment and creation of new facilities for active gaming is increasing throughout the United States.  More research is certainly welcome in defining this new movement. However, active gaming appears to be aligned with adolescent culture and makes available a fun alternative to traditional exercise by allowing children to play the digital games they enjoy and also receive the benefits of physical exercise.   Benefits as well as concerns and considerations of this movement are discussed in order to clearly appreciate the impact active gaming is currently asserting on daily physical activity patterns of children and adolescents. </em></p>
<p><span style="color: #ff6600;"><strong>Keywords</strong></span>: active gaming, childhood obesity, digital games, exergaming, physical activity physical education, technology</p>
<p>There is considerable evidence that physically active children have lower levels of risk factors for cardiovascular disease, diabetes, high blood pressure, colon cancer and other ailments related to obesity.  It is clear to most parents and teachers that childhood obesity is a growing concern, but for a variety of different—and relatively complicated—reasons current physical activity programs in schools appear unsuccessful in promoting sustained physical activity that can provide long-term health benefits.  A new paradigm for childrens’ physical activity is certainly warranted.</p>
<p>Obesity in adolescence predicts a broad range of adverse health effects in adulthood (Dallal, Jacques &amp; Must, 1992) most notably, heart disease, Type II diabetes, osteoporosis, high blood pressure, and some types of cancer.  Children are becoming overweight at increasingly younger ages.  Over the past 30 years, the prevalence of overweight children six to 19 years old increased approximately 12% (CDC, 2008b).  Additionally, one-in-three children is considered overweight or obese (CDC, 2008a).  The prevalence rate of at risk for overweight among two to five year-old-children in the United States is currently over 26% (Ogden et al., 2006). Although obesity is influenced by many factors including hereditary tendencies, environmental and nutritional practices, behavioural factors ageing and pregnancy (Martinez, 2000); physical inactivity, or a lack of regular exercise, is the leading cause for obesity in children.  If the challenges of this problem are to be met strategies to increase daily physical activity in children must be investigated and implemented.</p>
<p>Behavioural strategies aimed at decreasing obesity are based on the first law of thermodynamics, which states that the amount of stored energy is equal to the difference between energy intake and work performed (Watts et al., 2005). What children intake in terms of calories must be expended in terms of increased physical activity. Given that non-physically active children are more likely to become non-physically active adults (Powell, &amp; Dysinger, 1987) the development of physically active habits in young children, and reinforcing these habits in adolescents, helps establish patterns that continue into adulthood (Fox &amp; Riddoch, 2000).</p>
<p><span style="color: #ff6600;"><em>Active Gaming Defined-The Problem Can Be the Solution</em></span></p>
<p>Technology has been maligned as one of the causes of decreased physical activity and increased sedentary behaviour. Physical inactivity has increased because frequency of television viewing, computer usage, and digital gaming has consumed time traditionally used for physical activity.  Instead of parents sending their children outside to play free time is now increasing involves technology-driven entertainment.   In the average American household 88% of children have a digital game console such as Sony PlayStation, Microsoft Xbox, and Nintendo GameCube (Hersey &amp; Jordan, 2007).  Eight-five percent of children also have access to computers at home (Hersey &amp; Jordan, 2007) and over 90% of those play digital games on their computers (Chapman &amp; DeBell, 2003). Technology in the form of digital games and related entertainment is clearly an issue in terms of limiting daily time for outdoor physical activity.</p>
<p>Technology can provide an avenue for youth to increase the amount of time spent in play, exercise, and physical activity.  Mears and Hansen (2009) define a new genre of physical activity called active gaming. This new way of looking at physical activity brings exercise to children in the form of technology. Active gaming calls for participants to take part in digital and other technology-based games where they are engaged in physical movement in order to play the game. Participants use their bodies as the controllers while increasing heart rate and burning calories. For example, participants might race side-by side against a friend on a snowboard down a snowy mountain, dodging trees, jumping cliffs, and riding rails; or, they may prefer to pedal racing dirt bikes through challenging courses of steep ramps, sharp turns, and dangerous off-road adventures.  Adolescents may prefer to test their dancing skills while scoring points for staying on beat while stepping to the tunes of their favourite songs. This innovative technology-driven approach to physical activity and exercise creates a culture of fun and enjoyment that is appealing to children and adolescents. A noteworthy aspect of active gaming is children do not believe they are exercising; they are simply playing digital games and having fun (Hansen &amp; Sanders, 2008).</p>
<p><span style="color: #ff6600;"><strong>Active Gaming Activities</strong></span></p>
<p><strong> </strong></p>
<p>A variety of active gaming technologies have been created over the past decade.  Exergames, interactive fitness activities, and active learning games are three game categories that have evolved and these divisions characterize the types of current active gaming activities suitable for both school and home use. Exergames are technology driven activities that require a screen in order for the student to participate in a full body movement activity. Conversely, interactive fitness activities are non-screen based but technology driven requiring the player to use the body to play the game. Active learning games are screen based and provide children with an academic game focus while being physically active to play the game.  These games are more commonly used in the academic classroom and not in a physical activity setting such as physical education class in a gymnasium.  Table 1 describes examples (not comprehensive) of different types of games commercially available for each of the three categories of active gaming.</p>
<p><span style="color: #ff6600;"><strong>Table 1:</strong></span> Categories and Types of Active Games</p>
<table border="0" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td colspan="2" width="422" valign="top"><strong>Exergames</strong></td>
</tr>
<tr>
<td width="140" valign="top"><span style="text-decoration: underline;">Rhythmic Dance Games: </span></p>
<p><em>Dance   Dance Revolution </em>(Konami, 1998)</p>
<p><em>iDance </em>(Positive Gaming,   2008)</p>
<p>BluFit1</p>
<p><em>ReRave</em> (Step Evolution,   2011)</td>
<td width="281" valign="top">Dance Games are the pioneering   series of the active gaming genre in digital games. Players stand on a   platform or stage and try to hit colored arrows or characters with their feet   to musical rhythm and visual cues. Players are judged by how well they time   their dance to the patterns presented to them and are allowed to choose the   music to play during each game.</td>
</tr>
<tr>
<td width="140" valign="top"><span style="text-decoration: underline;">Virtual Bicycles:</span></p>
<p>GameCycle2; Expresso3</p>
<p>XDream<sup>4</sup> eXerbike5</td>
<td width="281" valign="top">These games resemble   traditional bikes using game controllers to control on-screen actions,   including steering, speed, turns, firing mechanisms and other game   components.</td>
</tr>
<tr>
<td width="140" valign="top"><span style="text-decoration: underline;">Balance Board Simulators:</span></p>
<p><em>Tony Hawk: Ride</em> (RoboMundo, 2009); <em>Wii   Fit</em> (Nintendo, 2008)</td>
<td width="281" valign="top">These games use the concept of   a balance board or platform as a controller in which the user stands as they   play the game.  Most games simulate various outdoor recreational   activities such as snowboarding, skiing, skateboarding, or various games requiring   static or dynamic balance.</td>
</tr>
<tr>
<td width="140" valign="top"><em><span style="text-decoration: underline;">Virtual   Sport Simulators:</span></em><em> </em></p>
<p><em>Wii   Sports</em> (Nintendo, 2006)</p>
<p>XaviXPort<sup>8</sup></p>
<p>Trazer<sup>9 </sup>; Microsoft Kinect</td>
<td width="281" valign="top">These games simulate individual   and team sports with common games consisting of striking sports, bowling,   boxing, running and others. For these games the controllers serve as   implements that simulate a bat, racquet, or paddle, etc during game play.</td>
</tr>
<tr>
<td width="140" valign="top">Gamercize   Pro-Sport1<sup>0</sup></td>
<td width="281" valign="top">Gamercize is an activity where   exercise motion on dedicated step or cycle machines activates the input for   digital game play. The game operates normally while the user is exercising;   however, without exercise the game being played will be suspended and the   user has to restart exercise to continue to play the game.</td>
</tr>
<tr>
<td colspan="2" width="422" valign="top"><strong>Interactive Fitness Activities</strong><strong> </strong></td>
</tr>
<tr>
<td width="140" valign="top">HOPSports1<sup>1</sup></td>
<td width="281" valign="top">HopSports is a system that is   used in a class or group environment that allows participants to follow an on   screen instructor leading an activity.  The on-screen instructor is   often a known professional athlete or celebrity. All activities are designed   as part of a standard based lesson plan in order to develop a particular   skill of fitness component.</td>
</tr>
<tr>
<td width="140" valign="top">Sportwall   XerTrainer<sup>12</sup></td>
<td width="281" valign="top">Sport walls contain embedded   lights that illuminate randomly. When a light comes on, the player contacts   the light with a bare hand, glove, striking implement, or thrown ball in   order to score points.</td>
</tr>
<tr>
<td width="140" valign="top"><em>Martial Arts Simulators:</em><em> </em></p>
<p>3   Kick<sup>13</sup></p>
<p>Makoto<sup>14</sup></td>
<td width="281" valign="top">These games are designed with   multiple towers that can be punched, kicked, or tapped with hands and/or   feet.  A light and audible tone indicates which portion of the tower is   to be contacted which goes off when the player correctly strikes the target.   The game assigns a score based upon on speed of contact and more points are   allocated the faster the reaction time.</td>
</tr>
<tr>
<td colspan="2" width="422" valign="top"><strong>Active Learning Games</strong><strong> </strong></td>
</tr>
<tr>
<td width="140" valign="top">FootGaming<sup>15</sup></td>
<td width="281" valign="top">FootGaming(TM) is an activity   in which participants move their feet while on a FootPOWR (R) controller in   order to control onscreen mouse or keyboard actions. FootGaming uses a custom   mat similar in look to an arrow/dance game mat. The addition of the FootPOWR   microcontroller enables play of most any ‘mouse’ game delivered by a   computer.</td>
</tr>
<tr>
<td width="140" valign="top">Brain   Bike<sup>16</sup></td>
<td width="281" valign="top">The brainbike resembles a   traditional bicycle<em> </em>but the   user controls on-screen brain training and tests,   by Neuro-Active, with a PC mouse which uses Gamercize PC-Sport to work   only with exercise.</td>
</tr>
<tr>
<td width="140" valign="top">Gamercize   PC-Sport<sup>17</sup></td>
<td width="281" valign="top">Gamercize is an activity where   exercise motion on dedicated step or cycle machines activates the input for a   PC or Macintosh computer. The computer operates normally while the user   is exercising, enabling the use of any educational or gaming software without   the need for special consideration or modification. Without exercise the   input, the game being played will be suspended and the user has to restart   exercise to continue to play the game.</td>
</tr>
</tbody>
</table>
<p><span style="color: #ff6600;"><strong>The Benefits of Active Gaming</strong></span></p>
<p>Providing active gaming equipment and curriculum in school physical education classrooms along with promoting of the concept to parents for use at home may have a positive effect on increasing physical activity.  The American Heart Association (AHA, 2010) recently announced their support believing active gaming has the potential to positively benefit participants. The authors, curious to find out more about active gaming, spent a year observing and talking to children as they participated in active gaming experiences in school physical education settings.  A number of benefits and criticisms were discovered and recorded.  Where appropriate, comments have been included here to underscore children’s thoughts about their participation.  Benefits of using active gaming in the physical education classroom and in the home environment include: Active games are 1) fun; 2) motivating; 3) provide a choice; 4) user friendly; 5) promote socialization; and 6) increase physical activity.</p>
<p><span style="color: #ff6600;"><em>Active Gaming is Fun</em></span></p>
<p>When children participate in active gaming, research suggests they consider the experience to be fun (Hansen, 2009). In a study by Lindstrom and Seybold (2003) fun was rated by 86.2% of adolescents as being the single most important element in life. Active gaming provides children with activities they enjoy. When children consider an activity to be fun, they are more likely to remain engaged and engage in the activity in the future (Robertson-Wilson et al., 2003; Weiss, 2000). Enjoyment is considered one of the most important characteristics of quality physical education programs (Wechsler et al., 2004).  Thin and Poole (2010), found that physical activity enjoyment was related to improvement in active gaming performance and was also rated higher than the published norms for conventional exercise. Hansen and Sanders (2008), suggest that when children participate in active gaming they do not realize they are exercising. Children may be sweating when participating in active gaming but they are also smiling and having fun. In a recent study investigating students’ experiences participating in active gaming in physical education, students agreed that active gaming was fun. On discussing the active gaming room at his school one student suggested:</p>
<p style="padding-left: 30px;">For me this room is just amazing…and it’s just awesome, everything. I would have these in every single school, because the games they have here, the game room; it would get kids to have more fun. Like for PE, it’s just fun too. But this one you just get their little minds going and just have fun (Hansen, 2009, p. 147).</p>
<p>Another student commented: “I think it’s awesome, because you’re playing games and you’re having fun”. Students also suggested physical education was more enjoyable now that active gaming was a part of class. One student expressed, “I think it’s better now that this (active gaming) is here”. Another student agreed by saying, “PE is good the way it is but it’s more fun with these games now” (Hansen 2009, p. 160).</p>
<p>Children are more likely to voluntarily engage in an activity if they consider it interesting and enjoyable (Robertson-Wilson et al., 2003).  Hansen (2009), found that students participating in active gaming during physical education class enjoyed the experience to a point where they were observed to have an unremitting interest for the activities. The children did not want to cease playing the activities when it was time to change activities or end class time. The children also expressed an interest to voluntarily participate in active gaming outside of school. One student said participation in active gaming, “. . . has been the best days of my life and it’s like I‘ve never experienced anything like this before.” Another student shared similar feelings when he said active gaming in PE class “. . . were the best gaming experience of my life, and it was so awesome, and I loved all the games and room… I wouldn’t change anything because that room is the best game room in the entire universe. That room is awesome I would love if my house had that exact game room in my house” (Hansen, 2009, p.172). Yang and Graham (2006) found children voluntarily wanted to participate in active gaming when provided the opportunity to do so when participating in <em>Dance Dance Revolution.</em> Voluntary physical activity is important as the recommended amount of moderate to vigorous physical activity, 60 minutes daily (NASPE, 2009), is not being met by the majority of children (CDC, 2008a) in or out of schools.</p>
<p><img class="aligncenter size-full wp-image-2187" title="1040_1" src="http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2011/12/1040_1.jpg" alt="1040_1" width="139" height="186" /></p>
<p><span style="color: #ff6600;"><strong>Figure 1:</strong> </span>Students Compete in Snowboarding.</p>
<p><strong> </strong></p>
<p><span style="color: #ff6600;"><em>Active Gaming is Motivating </em></span></p>
<p>The use of technology is a major motivating factor in active gaming.  Technology motivates children to want to play and to want to continue to play.   The current generation commonly uses digital technologies, including digital games, in their daily lives. Most American children have at least one digital game console at home (Foehr, Rideout, &amp; Roberts, 2005; Hersey &amp; Jordan 2007) and spend more than the recommended time appropriate in front of a screen (Kaiser Foundation, 2009). The digital game component in active gaming provides motivation to engage continuation in the activities. Digital games are intriguing to children because they deliver a sense of ‘reality’ through entertaining technologies that are able to capture children’s attention because the games respond to the player, reward technical skills, and allow players to escape from boredom (Beck &amp; Wade, 2004).<em> </em>Children receive immediate feedback and instant gratification from playing digital games. Active gaming research supports this element by suggesting the digital gaming is enjoyable and provides an internal motivation to exercise (Widman, McDonald, &amp; Abresch, 2006).<em> </em>Research suggests children agree that the technology component of the digital game, motivates them to want to be active (Hansen 2009). Hansen reported children’s comments after participating in active gaming experiences:</p>
<p style="padding-left: 30px;">All kids play video games. I think that it’s amazing because it’s the first time that I’ve seen anything like this. A lot of children that I know, like, a lot of children that I know like to play games like this. I like to play them, because it tends to be what I like… Like three kick; I didn’t know three kick was invented. So as soon as I tried it was fun&#8230;because it’s just fun. Videogames in your school is fun.” “Sometimes our PE, some people think it’s boring. And when they play games when they’re exercising they think its fun. So that’s why active gaming is here” (Hansen, 2009, p. 173).</p>
<p>Additionally, children appear motivated to initiate engagement in an active game instead of sitting on the sideline and not participating.  In many traditional physical education classes, students are not excited to participate in activities and may act as a competent bystander (Tousignant &amp; Siedentop, 1983). The term ‘competent bystander’ is used to describe students that are competent at not responding to an activity without drawing the teacher’s attention to their inactivity. Competent bystanders act like they understand the lesson and pretend to be on task; however, this behaviour is false and often misunderstood by the teacher. Competent bystanders have not been observed when children are engaged in active gaming (Hansen &amp; Sanders, 2010). When provided an opportunity to play, children choose to participate in the games regardless of the physical activity involved because the activities are innately and intrinsically motivating.</p>
<p>Active gaming activities provide children with instant feedback that can also be motivating.  This feedback is often in the form of instant gratification. In physical education in the past many teachers have used assessment and grading as a strategy to motivate children to work harder and perform better.  These assessment strategies have not always been favoured by adolescents.  Many students do not enjoy taking mile run tests and most do not have a clear understanding of what fitness testing really means (Hopple &amp; Graham, 1995).  Due to the motivating and engaging nature of active games, these digital activities may become an innovative and appealing approach to fitness testing in physical education.</p>
<p>Traditional assessment methods certainly should still be used in any assessment program but development of technology-based assessments using active games, heart rate monitors, and accelerometers, etc., may be more appealing to the children and more developmentally appropriate.</p>
<p><img class="aligncenter size-full wp-image-2188" title="1040_2" src="http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2011/12/1040_2.jpg" alt="1040_2" width="198" height="148" /></p>
<p><strong><span style="color: #ff6600;">Figure 2:</span> </strong>Active Gaming Fitness Activity of Boxing.</p>
<p><em><span style="color: #ff6600;">Active gaming provides choice</span></em></p>
<p>Active gaming provides children with many choices related to selecting a character in which to identify, choosing the game mode and level; and deciding on the type of competition in which to engage. Self-paced, child-controlled play is one of the best ways for children to optimally develop (Rogers &amp; Sawyers, 1988).  Children are more willing to express thoughts, feelings, and experiences when they have more choice and a voice in instruction (Dyson, 1995).  If children are pushed by teachers or other external demands, they may resist the demand (Koster, 2005).  When children experience activities with fewer externally imposed rules and more choice, they are more likely to enjoy and remain engaged in the activity (Rogers &amp; Sawyers, 1988). In recent research (Hansen 2009) when students were asked about their physical education class in active gaming they expressed a desire to participate in an environment with few restrictions. The students suggested the more choices they had the more enjoyable their experiences were during active gaming. One student made a clear summarization by saying, “I would go to this game, and once I get tired of this game, move on to another game.  And when I get tired of each game, I go to a new one. And I would be with partners I choose because it’s more fun” (Hansen, 2009, p.110). Another student suggested:</p>
<p style="padding-left: 30px;">I would let them pick their game, and the group goes to their game. I don’t know, I think its better. If I don’t like that game then they don’t want to play it. Let them go to the one that they want, do the exercise game, and then they’ll have fun (p. 149).</p>
<p><strong> </strong></p>
<p>Providing children with self-paced activities in physical education assures that the needs for all ability levels are being met. Active games meet the needs of children whether they are overweight, unskilled, fit, or skilled (Hansen, 2009; Hansen &amp; Sanders, 2008). The unskilled, overweight child is able to compete or play with the skilled fit child and find success because students are able to choose their level of play and how they would like to compete (Thin, Hansen, &amp; McEachen, 2011). Children may not feel embarrassed being physically active because they are engaged in an active gaming activity that is developmentally appropriate for the individual child.</p>
<p><img class="aligncenter size-full wp-image-2189" title="1040_3" src="http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2011/12/1040_3.jpg" alt="1040_3" width="145" height="183" /></p>
<p><span style="color: #ff6600;"><strong>Figure 3:</strong></span> Students Participate in Dance Dance Revolution.</p>
<p><em><span style="color: #ff6600;">Active Gaming is User-Friendly</span></em></p>
<p>Children are familiar with using digital games and similar technologies, active games are easy for them to use. Although it is important for the teacher to have some background with any activity implemented in physical education class, the children are capable of exploring active games and learning independently, via the game, or another peer (Hansen &amp; Sanders, 2010). Children may reach a stage where they need assistance from a more competent counterpart to advance their skills.  This assistance can be referred to as scaffolding (Vygotsky 1978). Beck and Wade (2004) in describing digital game play suggest that this generation prefers to learn from the game or from one another, not their elders as they are not as motivated by authority figures’ demands.  Peer scaffolding offers a great opportunity for social interaction and leadership roles to emerge. Games and simulations can provide adolescents with scaffolding opportunities, providing learners with cues, prompts, hints, and partial solution to keep them progressing through learning, until they are capable of directing and controlling their own learning path (Federation of the American Scientists, 2006) In this sense, the digital game itself becomes the guidance needed for children to further develop skills as they learn to use the tools provided on the screen to enhance their level of play.  Students participating in active gaming engage in game play and explore the game independently in order to learn how to play using the digital game as a scaffold.   The teacher is then able to spend time assessing students, motivating the students, and providing them with specific feedback for more effective learning during active gaming.</p>
<p><strong> </strong></p>
<p><span style="color: #ff6600;"><em>Active Gaming Provides Socialization</em></span></p>
<p>Socializing with peers is an important component in active gaming. Voluntary physical activity can be defined as children making the choice to participate in physical activity due to intrinsically motivating reasons. For voluntary physical activity to occur, children suggest the activity needs to be enjoyable and in a social environment (Robertson-Wilson et al., 2003 Weiss, 2000). In physical education, when experiences meet students’ needs for success in a social environment, future participation in physical activity is encouraged (Robertson-Wilson et al., 2003; Weiss, 2000). Hansen (2009), learned that if children were able to choose their partners, play independently, or were assigned a partner or group, the children were consistently involved in social, peer relations. Students would discuss strategies and instructions about the game, engage in competitive conversations, or simply have discussions on random topics. For example, during one experience participating in active gaming, field notes captured two students working through strategies in a game:</p>
<p style="padding-left: 30px;">The girls are smiling and laughing playing Batman and Robin.  They are talking back and forth about strategies in the game. “I’m up here now” Ashlyn said.  The teacher told Angela to go help Robin. Angela said, “I’m trying to help but she keeps going over there and I can’t get over there”. Ashlyn replied, “I didn’t know you can’t get there. I will come back. Just wait on me”. Angela said, “Ok, but see that (pointing at the screen, don’t go there. Go this way because…”(Hansen, 2009, p.162).</p>
<p>Other discussions were focused on the students competing against one another. Students would make competitive remarks such as, “I am better than you”, “bring it on”, “I beat you”, or “will you versus me” while observing the students. The following excerpt demonstrates one competitive game play experience:</p>
<p>Wilson and another girl are challenging one another on Dance Dance Revolution. This is the girl that had beat Wilson before. During the entire rotation they are challenging one another. Right now they are waiting behind the pad singing to “Get Busy” and practice stepping. Wilson and his peer are on light mode and play the same song. She got a C and he got a D. Wilson just smiled and said, “Ok, 2 to 1. I will beat you next time”. Wilson is back on against his peer this time choosing to play Standard mode.  They both are not doing great. The lights go off to finish up for the day and they continue stepping until they finish their song. Looking at the score he says to her, “yeah, I won”. She said, “no we both got an E”.  Wilson said, “No, look at the actual score, right here” as he was pointing to the number score. She said, “Oh, ok”. Wilson said with a huge grin and sense of accomplishment, “yeah, 3 to 2, I won”. She said, “I’ll get you Monday” (Hansen, 2009, p. 162).</p>
<p><img class="aligncenter size-full wp-image-2190" title="1040_4" src="http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2011/12/1040_4.jpg" alt="1040_4" width="191" height="151" /></p>
<p><strong> </strong></p>
<p><span style="color: #ff6600;"><strong>Figure 4:</strong> </span>Students Socialize while Stepping and Playing Digital Games.</p>
<p>Children certainly know active gaming involves peer interaction. When asked about active gaming being social one student suggested (Hansen, 2009), “We socialize on what game we want to play and we get along. If we don’t get along we just talk about it, or just calm down and talk about where we really wanna (want to) go… I’m talking about the game like, oh this is so fun! Then, when it’s done I say, oh I either beat you or you beat me” (Hansen, 2009, p.111). Children appear to enjoy being a part of the virtual world whether it is their character or that of their peers.</p>
<p><span style="color: #ff6600;"><em>Active Gaming Increases Physical Activity</em></span></p>
<p>Physical Education programs globally are implementing active gaming in both classrooms and gyms. West Virginia public schools have an active gaming, <em>Dance Dance Revolution</em> Project, as part of their curriculum. The West Virginia school system conducted a study that identified the impacts of the <em>Dance Dance Revolution</em> (DDR) on students in 20 West Virginia schools that used DDR in physical education and health classes, and found that some of the children lost five to ten pounds after playing the game every day during the first few weeks (Barker, 2005). Another West Virginia public school study with 35 overweight children ages seven to twelve found that playing DDR at least five times a week led children feeling more coordinated, less winded, and less self-conscious. The children developed stronger self-esteem, on average, improved their aerobic fitness, and reduced their chances for developing diseases associated with obesity, such as diabetes and heart disease. Parents of study participants reported that most of the children stopped gaining their typical three or four pounds a month and, with increased self-confidence, started exercising and playing sports regularly in daily life (Brubaker, 2006). Based on the positive results of these studies, the State of West Virginia included DDR in all 765 public schools and has developed a school-based DDR curriculum.</p>
<p>Additional investigations have found that playing active games can double the energy expenditure over sedentary digital game play (Graves, Ridgers &amp; Stratton, 2008; Graves et al., 2008; Lannigham-Foster et al., 2006; Mellecker &amp; McManus, 2008), as well as significantly increase heart rates and step counts and may have positive benefits on overall health (Maddison et al., 2007; Mhurchu, et al., 2007; Thin, &amp; Poole, 2010). Furthermore, research suggests participating in active gaming can meet the recommended guidelines for moderate to vigorous physical activity (Tan et al., 2002; Unnithan, Houser, &amp; Fernhall, 2005; Yang &amp; Graham, 2006).</p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><span style="color: #ff6600;"><strong>Active Gaming: Challenges and Considerations</strong></span></p>
<p align="center"><strong> </strong></p>
<p>Although active gaming is growing in popularity and the idea of increasing children’s physical activity by using 21<sup>st</sup> century technology is largely accepted by many including physical educators, there are still challenges and questions related to accepting this contemporary concept as a method of increasing children’s physical activity. Some concerns have merit and there should be an open discussion between parents, teachers and children related to use of active gaming.  Perhaps, active gaming should be promoted as one of many activities children could participate in daily in order to live healthy physically active lifestyles.  The authors have found the following challenges and concerns expressed by parents, teachers, and researchers related to the role of active gaming in increasing daily physical activity in today’s youth.</p>
<p><strong> </strong></p>
<p><span style="color: #ff6600;"><em>Just Go Outside and Play</em></span></p>
<p>“When I was your age, I used to play outside until the street lights came on.”  While this statement may be true for most parents over the age of 40, the issue our culture is dealing with is that children are simply not going outside daily to play.  They are not going outside to play like previous generations. The preferred skill set of this generation may have shifted from the active environment to the more sedentary screen environment. It is widely believed that fundamental movement skills and habitual physical activity are related in childhood and adolescence (Booth, Okely, &amp; Patterson, 2001; Hannah et al., 2006). There is a significant relationship between obtaining fundamental movement skills and self-reported participation in organized traditional physical activity in adolescents (Booth et al., 2001). Children with developed motor abilities are more physically active and less likely to be sedentary than children who lack a foundation of physical skills. It is understandable that parent’s desire for their children to go outside to play but if this is not happening why not provide an alternative to get children moving. In today’s fast paced culture children may need a different approach to turn them on to exercise. Active gaming can be a gateway to provide children with the motivation needed to encourage future traditional physical activity experiences.</p>
<p><span style="color: #ff6600;"><em>Why Would We Encourage MORE Screen Time?</em></span></p>
<p>Time spent on recreational screen activities (watching TV, playing digital games, internet surfing, etc.) should not exceed two hours daily (Kaiser Foundation, 2009). The average child spends more time in front of the screen than recommended. Many parents and teachers would suggest that encouraging additional use of screens would not be an appropriate teaching or parenting strategy.</p>
<p>Advocates of active gaming are not suggesting children spend more time in front of a screen. The intent of active gaming participation is to replace sedentary, recreational screen time with physically active screen time. A pilot study investigating active gaming’s effect on replacing sedentary screen time with more physically active screen time supported this concept by demonstrating children voluntarily selected to participate in active screen time opposed to sedentary screen time (Maloney et al., 2008). Turning sedentary recreational screen time into a healthy experience using active gaming may prove beneficial for children who are going to participate in extended use of technology.</p>
<p><span style="color: #ff6600;"> </span></p>
<p><span style="color: #ff6600;"><em>Traditional Physical Activity is Better than Technological Activity</em></span></p>
<p>The concept of expanding use of active gaming is not to be confused with replacing traditional activity. Parents and physical educators understand the value of traditional physical activity. Physical activity is associated with better cognitive performance and helps maintain cognitive function (Weuve et al. 2004). In addition, a physically active lifestyle can help prevent the development of many chronic diseases including cardiovascular disease and obesity. It is imperative to increasingly create ways to help children incorporate more physical activity in their daily lives.</p>
<p>Active gaming research supports this new form of physical activity and learning. Recent investigations have found that not only does participating in active gaming double the energy expenditure over participating in similar sedentary activities (Graves, Ridgers &amp; Stratton, 2008; Graves et al., 2008; Lanningham-Foster et al., 2006; Mellecker &amp; McManus, 2008), but active digital games can also significantly increase heart rate and step counts as well as have benefits on overall health (Maddison et al., 2007; Mhurchu et al., 2007). Active gaming can be used as a supplement to traditional activities and a tool to help accomplish physical education objectives. Active gaming should not be considered a substitute for traditional fitness.</p>
<p><span style="color: #ff6600;"><em>Active Gaming Breaks the Piggy Bank</em></span></p>
<p>Active gaming has been identified as being an expensive investment and many parents and schools may deem the expense to be unrealistic. It is estimated that an active gaming lab in a middle school (Grades six to nine) with 25 different gaming stations could cost $60,000-$80,000 depending on the type of equipment purchased.  School administrators would understandably need to make decisions related to costs versus the benefits.  However, there are active games that are affordable. A variety of <em>Dance Dance Revolution</em> pads are available for under $20 a pad and active games—such as the Gamercize steppers, Wii, Xavix Sports, etc.—can be purchased for under $300.00 each. Additionally, depending on the active game selected (Gamercize, Cateye GameBike, Wii, etc.) the activities are compatible with multiple digital games which fosters sustainability with children. Creating a full functioning active gaming room may not be a reasonable task immediately; yet, taking small steps toward this goal to continue to add new activities each year or as funding is available is feasible. At home, 88% of children have a digital game console and 85% a computer with over half having internet access (Hersey &amp; Jordan, 2007). Considering many active games are operated using a traditional game console (Wii, PlayStation 2, PlayStation 3, Xbox 360, etc.) or through online game play, the gateway for children to be active in their homes is increasingly available.</p>
<p>Schools will find that there are several funding initiatives available that can provide resources for purchasing this technology. The federally funded Carol White Physical Education Program Grants provide physical education programs with funding in amounts ranging from just over $100,000 to nearly $600,000 (United States Department of Education, 2009). These grants are specifically targeted for the improvement of physical education programs and can provide funding to facilitate such program initiatives. In addition, the Robert Woods Johnson Foundation (2009) grants for the prevention of childhood obesity provide much needed funding initiatives so researchers can investigate the impact of active gaming on physical activity levels among children and adolescents.  State and local funding is also available for physical activity and technology initiatives providing multiple possibilities for funding school and community based active gaming equipment and program initiatives.</p>
<p><span style="color: #ff6600;"><em>Active Gaming Takes Up Too Much Space</em></span></p>
<p>Finding the space to allocate active gaming activities at home or at school is another argument against active gaming.  Common questions include, “Where and how do we store the games when they are not being used” and “Where do we place the screens if we do not have wall space?” “Where will we find space in the school to set up the equipment?”  Active gaming equipment does take up a lot of space.  Teachers have suggested (Hansen, 2009) the following related to space allocation and active gaming. First, designate a space to place the active gaming equipment that will not require the teacher to remove the activities daily. Delegating a room or small area in a specific permanent location in the school is ideal but certainly not necessary. Another option is to use a moving cart. A screen and game console can sit on the cart and the activities can be rolled or moved into the gym or classroom as needed. A third suggestion is to purchase a mobile or modular commercial unit. These units house the screens, consoles, and cords.</p>
<p><span style="color: #ff6600;"><em>Durability is Problematic</em></span><em> </em></p>
<p>Some have suggested active gaming is problematic due to the lack of reliability in terms of durability of the technology. Whether you are on a computer, driving a car, using an iPod, or trying to set your DVR, the chances are that at some point technology is going to “break down”. Most active games are purchased with a warranty with an option to extend the warranty. This provides the needed security to extend the life of the equipment. However, a major concern to consider when purchasing any active gaming technology is the manual assistance to care for typical “trouble shooting” situations. School systems should be prepared to have someone appointed to not only care for the purchased products, but to have open communication lines with the company or companies that have supplied the equipment. Any questions regarding the servicing of products should be considered and discussed prior to making any purchase. Without discussing individual manufacturers or specific products it is safe to suggest that there are many durable products provided by the active gaming industry.</p>
<p><strong> </strong></p>
<p><span style="color: #ff6600;"><em>Children Will Get Bored</em></span></p>
<p>“Children will simply get bored of these activities too quickly” is another concern for some teachers and parents. The notion that playing any activity too long and in the same way becomes less appealing and motivating may be true. However, many active games are compatible to a traditional game console allowing children to choose a variety of games in which to play. Some active games even allow children to plug the equipment to their computer and expand game play online.</p>
<p>School systems should consider that an appropriate instructional environment for active gaming is essential in order to promote the most effective learning and motivating experiences for children. Teachers should have training as well as personal practice on all purchased active games before including these activities in the curriculum. Using active gaming as a tool to accomplish learning objectives can be successful to sustaining the attentions span of children.</p>
<p><span style="color: #ff6600;"><strong>Conclusion</strong></span></p>
<p>Active gaming certainly has a place in the physical education classroom and in the home environment.  Children in the USA—and in other developed countries—are becoming overweight and obese and the home and school environment is failing to provide activities that motivate kids to move and be more physically active.  Physical education teachers must find ways to make learning more meaningful for children and to accept that enjoyment in an activity drives meaningful learning.  Active gaming may be in its infancy but as the concept continues to grow and develop we may see acceptance as an important method to increase children’s daily physical activity.  Active gaming is an appropriate compliment to traditional exercise that can motivate children to become more physically active. Elkind (2007) suggested that the education system is one of the last social institutions to be changed by technology.  If Elkind is on the right track, it is time for both parents and schools to adapt.  Imagine what a physical education class would look like if fitness was approached in a way that allowed children to do what they love, playing digital games, while still being motivated to be physically active?  Imagine what the home environment would look like? As one fifth grade student participating in active gaming in physical education class stated, “If everyone in this world had a room (of active games) the world would be a better place” (Hansen, 2009, 148). We believe that the integration of technology and physical activity must be embraced in schools. The adoption of this technology makes learning more meaningful for students and increases the amount of physical activity in their lives.</p>
<p><span style="color: #ff6600;"><strong>Notes</strong></span></p>
<p><sup>1</sup> A wireless multiplayer DDR system.</p>
<p><sup>2</sup> Add-on for GameCube, see <a href="http://www.3rivers.com/gamecycle.php">http://www.3rivers.com/gamecycle.php</a></p>
<p><sup>3</sup> <a href="http://www.expresso.com/">http://www.expresso.com/</a></p>
<p><sup>4</sup> <a href="http://trixter.net/">http://trixter.net/</a></p>
<p><sup>5</sup> Add-on for PlayStation2, see <a href="http://www.exerbikeusa.com/">http://www.exerbikeusa.com/</a></p>
<p><sup>6 </sup><a href="http://www.xavix.com/products/index.html">http://www.xavix.com/products/index.html</a></p>
<p><sup>7</sup> <a href="http://www.trazer.com/">http://www.trazer.com/</a></p>
<p><sup>8</sup> Add-on for PlatStation3, Wii and Xbox 360, see <a href="http://www.gamercize.net/">http://www.gamercize.net/</a></p>
<p><sup>9</sup> <a href="http://www.hopsports.com/">http://www.hopsports.com/</a></p>
<p><sup>10</sup> <a href="http://www.xergames.com/">http://www.xergames.com/</a></p>
<p><sup>11</sup> <a href="http://www.fitinteractive.com/3kick/index.htm">http://www.fitinteractive.com/3kick/index.htm</a></p>
<p><sup>12 </sup><a href="http://www.makoto-usa.com/new/index.html">http://www.makoto-usa.com/new/index.html</a></p>
<p><sup>13</sup> <a href="http://www.footgaming.com/">http://www.footgaming.com/</a></p>
<p><sup>14</sup> <a href="http://www.thebrainbike.com/">http://www.thebrainbike.com/</a></p>
<p><sup>15</sup> <a href="http://www.gamercize.net/pcsport.htm">http://www.gamercize.net/pcsport.htm</a></p>
<p><strong> </strong></p>
<p><span style="color: #ff6600;"><strong>References</strong></span></p>
<p>American Heart Association (2010). <em>American Heart Association and Nintendo</em>. Retrieved from <a href="http://www.activeplaynow.com/">http://www.activeplaynow.com/</a> on December 17, 2010.</p>
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<p><span style="color: #ff6600;"><strong>Biographical Statements</strong></span></p>
<p>Dr. <em>Lisa Witherspoon Hansen</em> is an Assistant Professor in the College of Education in the School of Physical Education &amp; Exercise Science at the University of South Florida. Dr. Hansen is the Co-Director of the USF Active Gaming Research Laboratories in Tampa, FL.  In the past three years she has given multiple presentations on active gaming, and authored both print and video publications related to research on active gaming. Dr. Hansen has been actively involved in active gaming since 2005, through the creation of the first active gaming university facility for children to serving as a member of NASPE committees and acting as a consultant.</p>
<p>Email: <a href="mailto:withersp@usf.edu">withersp@usf.edu</a></p>
<p>Dr. <em>Steve Sanders</em> is a Professor and Director of the School of Physical Education &amp; Exercise Science at the University of South Florida. Dr. Sanders is closely involved with teacher preparation programs working to prepare teachers to assist children in becoming physically active for a lifetime.  He has taught and promoted the concept of being physically active for life throughout his career while working with all age levels from university students to infant/parent and toddler movement classes, to teaching preschool, elementary, and high school physical education.  Dr. Sanders is author of the Books “Designing Preschool Movement Programs (1992),” and “Active for Life: Developmentally Appropriate Movement Programs for Young Children (NAEYC, 2002),” and is co creator of the USF Active Gaming Research Laboratories.</p>
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	mso-default-props:yes; 	mso-ansi-language:EN-AU; 	mso-fareast-language:EN-AU;} @page WordSection1 	{size:595.0pt 842.0pt; 	margin:70.9pt 99.25pt 70.9pt 3.0cm; 	mso-header-margin:35.45pt; 	mso-footer-margin:35.45pt; 	mso-page-numbers:122; 	mso-paper-source:0;} div.WordSection1 	{page:WordSection1;} @page WordSection2 	{size:595.0pt 842.0pt; 	margin:70.9pt 99.25pt 70.9pt 3.0cm; 	mso-header-margin:35.45pt; 	mso-footer-margin:35.45pt; 	mso-page-numbers:122; 	mso-paper-source:0;} div.WordSection2 	{page:WordSection2;} @page WordSection3 	{size:595.0pt 842.0pt; 	margin:70.9pt 99.25pt 70.9pt 3.0cm; 	mso-header-margin:35.45pt; 	mso-footer-margin:35.45pt; 	mso-page-numbers:122; 	mso-paper-source:0;} div.WordSection3 	{page:WordSection3; 	mso-endnote-numbering-style:arabic;}</p>
<p style="margin:0cm;margin-bottom:.0001pt" mce_style="margin:0cm;margin-bottom:.0001pt"><b style="mso-bidi-font-weight: normal" mce_style="mso-bidi-font-weight: normal">Abstract</b></p>
<p style="margin:0cm;margin-bottom:.0001pt" mce_style="margin:0cm;margin-bottom:.0001pt"><b style="mso-bidi-font-weight: normal" mce_style="mso-bidi-font-weight: normal"> </b></p>
<p style="text-align:justify" mce_style="text-align:justify"><i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Childhood obesity is on the rise and children’s participation in physical activity is struggling to maintain the same velocity.  Technology often blamed for creating this increase in sedentary lifestyles, however it may also provide the cure.  Active gaming is a contemporary approach to exercise that can provide children much needed daily physical activity. The use of active gaming equipment and creation of new facilities for active gaming is increasing throughout the United States.  More research is certainly welcome in defining this new movement. However, active gaming appears to be aligned with adolescent culture and makes available a fun alternative to traditional exercise by allowing children to play the digital games they enjoy and also receive the benefits of physical exercise.   Benefits as well as concerns and considerations of this movement are discussed in order to clearly appreciate the impact active gaming is currently asserting on daily physical activity patterns of children and adolescents. </i></p>
<p style="margin:0cm;margin-bottom:.0001pt" mce_style="margin:0cm;margin-bottom:.0001pt">
<p style="margin:0cm;margin-bottom:.0001pt" mce_style="margin:0cm;margin-bottom:.0001pt"><b style="mso-bidi-font-weight: normal" mce_style="mso-bidi-font-weight: normal">Keywords</b>: active gaming, childhood obesity, digital games, exergaming, physical activity physical education, technology</p>
<p style="text-align:justify" mce_style="text-align:justify">There is considerable evidence that physically active children have lower levels of risk factors for cardiovascular disease, diabetes, high blood pressure, colon cancer and other ailments related to obesity.  It is clear to most parents and teachers that childhood obesity is a growing concern, but for a variety of different—and relatively complicated—reasons current physical activity programs in schools appear unsuccessful in promoting sustained physical activity that can provide long-term health benefits.  A new paradigm for childrens’ physical activity is certainly warranted.</p>
<p style="text-align:justify;text-indent:14.2pt" mce_style="text-align:justify;text-indent:14.2pt">Obesity in adolescence predicts a broad range of adverse health effects in adulthood (Dallal, Jacques &amp; Must, 1992) most notably, heart disease, Type II diabetes, osteoporosis, high blood pressure, and some types of cancer.  Children are becoming overweight at increasingly younger ages.  Over the past 30 years, the prevalence of overweight children six to 19 years old increased approximately 12% (CDC, 2008b).  Additionally, one-in-three children is considered overweight or obese (CDC, 2008a).  The prevalence rate of at risk for overweight among two to five year-old-children in the United States is currently over 26% (Ogden et al., 2006). Although obesity is influenced by many factors including hereditary tendencies, environmental and nutritional practices, behavioural factors ageing and pregnancy (Martinez, 2000); physical inactivity, or a lack of regular exercise, is the leading cause for obesity in children.  If the challenges of this problem are to be met strategies to increase daily physical activity in children must be investigated and implemented.</p>
<p style="text-align:justify;text-indent:14.2pt" mce_style="text-align:justify;text-indent:14.2pt">Behavioural strategies aimed at decreasing obesity are based on the first law of thermodynamics, which states that the amount of stored energy is equal to the difference between energy intake and work performed (Watts et al., 2005). What children intake in terms of calories must be expended in terms of increased physical activity. Given that non-physically active children are more likely to become non-physically active adults (Powell, &amp; Dysinger, 1987) the development of physically active habits in young children, and reinforcing these habits in adolescents, helps establish patterns that continue into adulthood (Fox &amp; Riddoch, 2000).</p>
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<p style="text-align:justify" mce_style="text-align:justify"><i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Active Gaming Defined-The Problem Can Be the Solution</i></p>
<p style="text-align:justify" mce_style="text-align:justify">Technology has been maligned as one of the causes of decreased physical activity and increased sedentary behaviour. Physical inactivity has increased because frequency of television viewing, computer usage, and digital gaming has consumed time traditionally used for physical activity.  Instead of parents sending their children outside to play free time is now increasing involves technology-driven entertainment.   In the average American household 88% of children have a digital game console such as Sony PlayStation, Microsoft Xbox, and Nintendo GameCube (Hersey &amp; Jordan, 2007).  Eight-five percent of children also have access to computers at home (Hersey &amp; Jordan, 2007) and over 90% of those play digital games on their computers (Chapman &amp; DeBell, 2003). Technology in the form of digital games and related entertainment is clearly an issue in terms of limiting daily time for outdoor physical activity.</p>
<p style="text-align:justify;text-indent:14.2pt" mce_style="text-align:justify;text-indent:14.2pt">Technology can provide an avenue for youth to increase the amount of time spent in play, exercise, and physical activity.  Mears and Hansen (2009) define a new genre of physical activity called active gaming. This new way of looking at physical activity brings exercise to children in the form of technology. Active gaming calls for participants to take part in digital and other technology-based games where they are engaged in physical movement in order to play the game. Participants use their bodies as the controllers while increasing heart rate and burning calories. For example, participants might race side-by side against a friend on a snowboard down a snowy mountain, dodging trees, jumping cliffs, and riding rails; or, they may prefer to pedal racing dirt bikes through challenging courses of steep ramps, sharp turns, and dangerous off-road adventures.  Adolescents may prefer to test their dancing skills while scoring points for staying on beat while stepping to the tunes of their favourite songs. This innovative technology-driven approach to physical activity and exercise creates a culture of fun and enjoyment that is appealing to children and adolescents. A noteworthy aspect of active gaming is children do not believe they are exercising; they are simply playing digital games and having fun (Hansen &amp; Sanders, 2008).</p>
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<p style="text-align:justify" mce_style="text-align:justify"><b style="mso-bidi-font-weight: normal" mce_style="mso-bidi-font-weight: normal">Active Gaming Activities</b></p>
<p style="text-align:justify" mce_style="text-align:justify"><b style="mso-bidi-font-weight: normal" mce_style="mso-bidi-font-weight: normal"> </b></p>
<p style="text-align:justify" mce_style="text-align:justify">A variety of active gaming technologies have been created over the past decade.  Exergames, interactive fitness activities, and active learning games are three game categories that have evolved and these divisions characterize the types of current active gaming activities suitable for both school and home use. Exergames are technology driven activities that require a screen in order for the student to participate in a full body movement activity. Conversely, interactive fitness activities are non-screen based but technology driven requiring the player to use the body to play the game. Active learning games are screen based and provide children with an academic game focus while being physically active to play the game.  These games are more commonly used in the academic classroom and not in a physical activity setting such as physical education class in a gymnasium.  Table 1 describes examples (not comprehensive) of different types of games commercially available for each of the three categories of active gaming.</p>
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<p style="text-align:justify" mce_style="text-align:justify"><b style="mso-bidi-font-weight: normal" mce_style="mso-bidi-font-weight: normal">Table 1:</b> Categories and Types of Active Games</p>
<p><i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal"><u><br style="page-break-before:auto;mso-break-type:section-break" mce_style="page-break-before:auto;mso-break-type:section-break" clear="all"> </u></i> <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal"><u><br style="page-break-before:auto;mso-break-type:section-break" mce_style="page-break-before:auto;mso-break-type:section-break" clear="all"> </u></i></p>
<table style="border-collapse:collapse;mso-yfti-tbllook:1184;mso-padding-alt:0cm 0cm 0cm 0cm" mce_style="border-collapse:collapse;mso-yfti-tbllook:1184;mso-padding-alt:0cm 0cm 0cm 0cm" border="0" cellpadding="0" cellspacing="0">
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<p style="text-align:justify" mce_style="text-align:justify"><b style="mso-bidi-font-weight:   normal" mce_style="mso-bidi-font-weight:   normal">Exergames</b></p>
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<td style="width:140.1pt;border:solid black 1.0pt;   border-top:none;mso-border-top-alt:solid black 1.0pt;padding:0cm 5.4pt 0cm 5.4pt" valign="top" width="140"><u>Rhythmic Dance Games: </u><u></u></p>
<p><i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Dance   Dance Revolution </i>(Konami, 1998)</p>
<p><i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">iDance </i>(Positive Gaming,   2008)</p>
<p>BluFit1</p>
<p><i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">ReRave</i> (Step Evolution,   2011)</td>
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<p style="text-align:justify" mce_style="text-align:justify">Dance Games are the pioneering   series of the active gaming genre in digital games. Players stand on a   platform or stage and try to hit colored arrows or characters with their feet   to musical rhythm and visual cues. Players are judged by how well they time   their dance to the patterns presented to them and are allowed to choose the   music to play during each game.</p>
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<td style="width:140.1pt;border:solid black 1.0pt;   border-top:none;padding:0cm 5.4pt 0cm 5.4pt" valign="top" width="140"><u>Virtual Bicycles:</u><u></u></p>
<p>GameCycle2; Expresso3</p>
<p>XDream<sup>4</sup> eXerbike5</td>
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<p style="text-align:justify" mce_style="text-align:justify">These games resemble   traditional bikes using game controllers to control on-screen actions,   including steering, speed, turns, firing mechanisms and other game   components.</p>
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<td style="width:140.1pt;border:solid black 1.0pt;   border-top:none;padding:0cm 5.4pt 0cm 5.4pt" valign="top" width="140"><u>Balance Board Simulators:</u><u></u></p>
<p><i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Tony Hawk: Ride</i> (RoboMundo, 2009); <i style="mso-bidi-font-style:   normal" mce_style="mso-bidi-font-style:   normal">Wii   Fit</i> (Nintendo, 2008)</td>
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<p style="text-align:justify" mce_style="text-align:justify">These games use the concept of   a balance board or platform as a controller in which the user stands as they   play the game.  Most games simulate various outdoor recreational   activities such as snowboarding, skiing, skateboarding, or various games requiring   static or dynamic balance.</p>
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<p style="text-align:justify" mce_style="text-align:justify"><i style="mso-bidi-font-style:   normal" mce_style="mso-bidi-font-style:   normal"><u>Virtual   Sport Simulators:</u></i><i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal"><u></u></i></p>
<p style="text-align:justify" mce_style="text-align:justify"><i style="mso-bidi-font-style:   normal" mce_style="mso-bidi-font-style:   normal">Wii   Sports</i> (Nintendo, 2006)</p>
<p>XaviXPort<sup>8</sup></p>
<p>Trazer<sup>9 </sup>; Microsoft Kinect</td>
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<p style="text-align:justify" mce_style="text-align:justify">These games simulate individual   and team sports with common games consisting of striking sports, bowling,   boxing, running and others. For these games the controllers serve as   implements that simulate a bat, racquet, or paddle, etc during game play.</p>
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<td style="width:140.1pt;border:solid black 1.0pt;   border-top:none;padding:0cm 5.4pt 0cm 5.4pt" valign="top" width="140">Gamercize   Pro-Sport1<sup>0</sup></td>
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<p style="text-align:justify" mce_style="text-align:justify">Gamercize is an activity where   exercise motion on dedicated step or cycle machines activates the input for   digital game play. The game operates normally while the user is exercising;   however, without exercise the game being played will be suspended and the   user has to restart exercise to continue to play the game.</p>
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<td colspan="2" style="width:421.5pt;border:solid black 1.0pt;   border-top:none;padding:0cm 5.4pt 0cm 5.4pt" valign="top" width="422"><b>Interactive Fitness Activities</b><b style="mso-bidi-font-weight:   normal" mce_style="mso-bidi-font-weight:   normal"></b></td>
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<td style="width:140.1pt;border:solid black 1.0pt;   border-top:none;padding:0cm 5.4pt 0cm 5.4pt" valign="top" width="140">HOPSports1<sup>1</sup></td>
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<p style="text-align:justify" mce_style="text-align:justify">HopSports is a system that is   used in a class or group environment that allows participants to follow an on   screen instructor leading an activity.  The on-screen instructor is   often a known professional athlete or celebrity. All activities are designed   as part of a standard based lesson plan in order to develop a particular   skill of fitness component.</p>
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<td style="width:140.1pt;border:solid black 1.0pt;   border-top:none;padding:0cm 5.4pt 0cm 5.4pt" valign="top" width="140">Sportwall   XerTrainer<sup>12</sup></td>
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<p style="text-align:justify" mce_style="text-align:justify">Sport walls contain embedded   lights that illuminate randomly. When a light comes on, the player contacts   the light with a bare hand, glove, striking implement, or thrown ball in   order to score points.</p>
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<td style="width:140.1pt;border:solid black 1.0pt;   border-top:none;padding:0cm 5.4pt 0cm 5.4pt" valign="top" width="140"><i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Martial Arts Simulators:</i><i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal"></i></p>
<p>3   Kick<sup>13</sup></p>
<p>Makoto<sup>14</sup></td>
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<p style="text-align:justify" mce_style="text-align:justify">These games are designed with   multiple towers that can be punched, kicked, or tapped with hands and/or   feet.  A light and audible tone indicates which portion of the tower is   to be contacted which goes off when the player correctly strikes the target.   The game assigns a score based upon on speed of contact and more points are   allocated the faster the reaction time.</p>
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<td colspan="2" style="width:421.5pt;border:solid black 1.0pt;   border-top:none;padding:0cm 5.4pt 0cm 5.4pt" valign="top" width="422"><b>Active Learning Games</b><b style="mso-bidi-font-weight:   normal" mce_style="mso-bidi-font-weight:   normal"></b></td>
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<td style="width:140.1pt;border:solid black 1.0pt;   border-top:none;padding:0cm 5.4pt 0cm 5.4pt" valign="top" width="140">FootGaming<sup>15</sup></td>
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<p style="text-align:justify" mce_style="text-align:justify">FootGaming(TM) is an activity   in which participants move their feet while on a FootPOWR (R) controller in   order to control onscreen mouse or keyboard actions. FootGaming uses a custom   mat similar in look to an arrow/dance game mat. The addition of the FootPOWR   microcontroller enables play of most any ‘mouse’ game delivered by a   computer.</p>
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<td style="width:140.1pt;border:solid black 1.0pt;   border-top:none;padding:0cm 5.4pt 0cm 5.4pt" valign="top" width="140">Brain   Bike<sup>16</sup></td>
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<p style="text-align:justify" mce_style="text-align:justify">The brainbike resembles a   traditional bicycle<i> </i>but the   user controls on-screen brain training and tests,   by Neuro-Active, with a PC mouse which uses Gamercize PC-Sport to work   only with exercise.</p>
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<td style="width:140.1pt;border:solid black 1.0pt;   border-top:none;padding:0cm 5.4pt 0cm 5.4pt" valign="top" width="140">Gamercize   PC-Sport<sup>17</sup></td>
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<p style="text-align:justify" mce_style="text-align:justify">Gamercize is an activity where   exercise motion on dedicated step or cycle machines activates the input for a   PC or Macintosh computer. The computer operates normally while the user   is exercising, enabling the use of any educational or gaming software without   the need for special consideration or modification. Without exercise the   input, the game being played will be suspended and the user has to restart   exercise to continue to play the game.</p>
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<p style="text-align:justify" mce_style="text-align:justify"><b style="mso-bidi-font-weight: normal" mce_style="mso-bidi-font-weight: normal">The Benefits of Active Gaming</b></p>
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<p style="text-align:justify" mce_style="text-align:justify">Providing active gaming equipment and curriculum in school physical education classrooms along with promoting of the concept to parents for use at home may have a positive effect on increasing physical activity.  The American Heart Association (AHA, 2010) recently announced their support believing active gaming has the potential to positively benefit participants. The authors, curious to find out more about active gaming, spent a year observing and talking to children as they participated in active gaming experiences in school physical education settings.  A number of benefits and criticisms were discovered and recorded.  Where appropriate, comments have been included here to underscore children’s thoughts about their participation.  Benefits of using active gaming in the physical education classroom and in the home environment include: Active games are 1) fun; 2) motivating; 3) provide a choice; 4) user friendly; 5) promote socialization; and 6) increase physical activity.</p>
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<p style="text-align:justify;tab-stops:27.0pt" mce_style="text-align:justify;tab-stops:27.0pt"><i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Active Gaming is Fun</i></p>
<p style="text-align:justify;tab-stops:27.0pt" mce_style="text-align:justify;tab-stops:27.0pt">When children participate in active gaming, research suggests they consider the experience to be fun (Hansen, 2009). In a study by Lindstrom and Seybold (2003) fun was rated by 86.2% of adolescents as being the single most important element in life. Active gaming provides children with activities they enjoy. When children consider an activity to be fun, they are more likely to remain engaged and engage in the activity in the future (Robertson-Wilson et al., 2003; Weiss, 2000). Enjoyment is considered one of the most important characteristics of quality physical education programs (Wechsler et al., 2004).  Thin and Poole (2010), found that physical activity enjoyment was related to improvement in active gaming performance and was also rated higher than the published norms for conventional exercise. Hansen and Sanders (2008), suggest that when children participate in active gaming they do not realize they are exercising. Children may be sweating when participating in active gaming but they are also smiling and having fun. In a recent study investigating students’ experiences participating in active gaming in physical education, students agreed that active gaming was fun. On discussing the active gaming room at his school one student suggested:</p>
<p style="text-align:justify;tab-stops:27.0pt" mce_style="text-align:justify;tab-stops:27.0pt">
<p style="margin-left:27.0pt;text-align:justify;tab-stops:27.0pt" mce_style="margin-left:27.0pt;text-align:justify;tab-stops:27.0pt">For me this room is just amazing…and it’s just awesome, everything. I would have these in every single school, because the games they have here, the game room; it would get kids to have more fun. Like for PE, it’s just fun too. But this one you just get their little minds going and just have fun (Hansen, 2009, p. 147).</p>
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<p style="text-align:justify;tab-stops:27.0pt" mce_style="text-align:justify;tab-stops:27.0pt">Another student commented: “I think it’s awesome, because you’re playing games and you’re having fun”. Students also suggested physical education was more enjoyable now that active gaming was a part of class. One student expressed, “I think it’s better now that this (active gaming) is here”. Another student agreed by saying, “PE is good the way it is but it’s more fun with these games now” (Hansen 2009, p. 160).</p>
<p style="text-align:justify;tab-stops:27.0pt" mce_style="text-align:justify;tab-stops:27.0pt">Children are more likely to voluntarily engage in an activity if they consider it interesting and enjoyable (Robertson-Wilson et al., 2003).  Hansen (2009), found that students participating in active gaming during physical education class enjoyed the experience to a point where they were observed to have an unremitting interest for the activities. The children did not want to cease playing the activities when it was time to change activities or end class time. The children also expressed an interest to voluntarily participate in active gaming outside of school. One student said participation in active gaming, “. . . has been the best days of my life and it’s like I‘ve never experienced anything like this before.” Another student shared similar feelings when he said active gaming in PE class “. . . were the best gaming experience of my life, and it was so awesome, and I loved all the games and room… I wouldn’t change anything because that room is the best game room in the entire universe. That room is awesome I would love if my house had that exact game room in my house” (Hansen, 2009, p.172). Yang and Graham (2006) found children voluntarily wanted to participate in active gaming when provided the opportunity to do so when participating in <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Dance Dance Revolution.</i> Voluntary physical activity is important as the recommended amount of moderate to vigorous physical activity, 60 minutes daily (NASPE, 2009), is not being met by the majority of children (CDC, 2008a) in or out of schools.</p>
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<p style="text-align:justify;tab-stops:27.0pt" mce_style="text-align:justify;tab-stops:27.0pt"><b style="mso-bidi-font-weight:normal" mce_style="mso-bidi-font-weight:normal">Figure 1:</b> Students Compete in Snowboarding.</p>
<p style="text-align:justify;tab-stops:27.0pt" mce_style="text-align:justify;tab-stops:27.0pt"><b style="mso-bidi-font-weight:normal" mce_style="mso-bidi-font-weight:normal"> </b></p>
<p style="text-align:justify;tab-stops:27.0pt" mce_style="text-align:justify;tab-stops:27.0pt"><i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Active Gaming is Motivating </i></p>
<p style="text-align:justify;tab-stops:27.0pt" mce_style="text-align:justify;tab-stops:27.0pt">The use of technology is a major motivating factor in active gaming.  Technology motivates children to want to play and to want to continue to play.   The current generation commonly uses digital technologies, including digital games, in their daily lives. Most American children have at least one digital game console at home (Foehr, Rideout, &amp; Roberts, 2005; Hersey &amp; Jordan 2007) and spend more than the recommended time appropriate in front of a screen (Kaiser Foundation, 2009). The digital game component in active gaming provides motivation to engage continuation in the activities. Digital games are intriguing to children because they deliver a sense of ‘reality’ through entertaining technologies that are able to capture children’s attention because the games respond to the player, reward technical skills, and allow players to escape from boredom (Beck &amp; Wade, 2004).<i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal"> </i>Children receive immediate feedback and instant gratification from playing digital games. Active gaming research supports this element by suggesting the digital gaming is enjoyable and provides an internal motivation to exercise (Widman, McDonald, &amp; Abresch, 2006).<i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal"> </i>Research suggests children agree that the technology component of the digital game, motivates them to want to be active (Hansen 2009). Hansen reported children’s comments after participating in active gaming experiences:</p>
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<p style="margin-left:27.0pt;text-align:justify;tab-stops:27.0pt" mce_style="margin-left:27.0pt;text-align:justify;tab-stops:27.0pt">All kids play video games. I think that it’s amazing because it’s the first time that I’ve seen anything like this. A lot of children that I know, like, a lot of children that I know like to play games like this. I like to play them, because it tends to be what I like… Like three kick; I didn’t know three kick was invented. So as soon as I tried it was fun&#8230;because it’s just fun. Videogames in your school is fun.” “Sometimes our PE, some people think it’s boring. And when they play games when they’re exercising they think its fun. So that’s why active gaming is here” (Hansen, 2009, p. 173).</p>
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<p style="text-align:justify;text-indent:14.2pt" mce_style="text-align:justify;text-indent:14.2pt">Additionally, children appear motivated to initiate engagement in an active game instead of sitting on the sideline and not participating.  In many traditional physical education classes, students are not excited to participate in activities and may act as a competent bystander (Tousignant &amp; Siedentop, 1983). The term ‘competent bystander’ is used to describe students that are competent at not responding to an activity without drawing the teacher’s attention to their inactivity. Competent bystanders act like they understand the lesson and pretend to be on task; however, this behaviour is false and often misunderstood by the teacher. Competent bystanders have not been observed when children are engaged in active gaming (Hansen &amp; Sanders, 2010). When provided an opportunity to play, children choose to participate in the games regardless of the physical activity involved because the activities are innately and intrinsically motivating.</p>
<p style="text-align:justify;text-indent:14.2pt" mce_style="text-align:justify;text-indent:14.2pt">Active gaming activities provide children with instant feedback that can also be motivating.  This feedback is often in the form of instant gratification. In physical education in the past many teachers have used assessment and grading as a strategy to motivate children to work harder and perform better.  These assessment strategies have not always been favoured by adolescents.  Many students do not enjoy taking mile run tests and most do not have a clear understanding of what fitness testing really means (Hopple &amp; Graham, 1995).  Due to the motivating and engaging nature of active games, these digital activities may become an innovative and appealing approach to fitness testing in physical education.</p>
<p style="text-align:justify;text-indent:14.2pt" mce_style="text-align:justify;text-indent:14.2pt">Traditional assessment methods certainly should still be used in any assessment program but development of technology-based assessments using active games, heart rate monitors, and accelerometers, etc., may be more appealing to the children and more developmentally appropriate.</p>
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<p style="text-align:justify" mce_style="text-align:justify"><b style="mso-bidi-font-weight: normal" mce_style="mso-bidi-font-weight: normal">Figure 2: </b>Active Gaming Fitness Activity of Boxing.</p>
<p style="text-align:justify;line-height:normal" mce_style="text-align:justify;line-height:normal">Active gaming provides choice</p>
<p style="text-align:justify;line-height:normal" mce_style="text-align:justify;line-height:normal">Active gaming provides children with many choices related to selecting a character in which to identify, choosing the game mode and level; and deciding on the type of competition in which to engage. Self-paced, child-controlled play is one of the best ways for children to optimally develop (Rogers &amp; Sawyers, 1988).  Children are more willing to express thoughts, feelings, and experiences when they have more choice and a voice in instruction (Dyson, 1995).  If children are pushed by teachers or other external demands, they may resist the demand (Koster, 2005).  When children experience activities with fewer externally imposed rules and more choice, they are more likely to enjoy and remain engaged in the activity (Rogers &amp; Sawyers, 1988). In recent research (Hansen 2009) when students were asked about their physical education class in active gaming they expressed a desire to participate in an environment with few restrictions. The students suggested the more choices they had the more enjoyable their experiences were during active gaming. One student made a clear summarization by saying, “I would go to this game, and once I get tired of this game, move on to another game.  And when I get tired of each game, I go to a new one. And I would be with partners I choose because it’s more fun” (Hansen, 2009, p.110). Another student suggested:</p>
<p style="text-align:justify;text-indent:36.0pt; line-height:normal" mce_style="text-align:justify;text-indent:36.0pt; line-height:normal">
<p style="margin-left:36.0pt;mso-add-space:auto; text-align:justify;line-height:normal" mce_style="margin-left:36.0pt;mso-add-space:auto; text-align:justify;line-height:normal">I would let them pick their game, and the group goes to their game. I don’t know, I think its better. If I don’t like that game then they don’t want to play it. Let them go to the one that they want, do the exercise game, and then they’ll have fun (p. 149).</p>
<p style="margin-left:36.0pt;mso-add-space:auto; text-align:justify;line-height:normal" mce_style="margin-left:36.0pt;mso-add-space:auto; text-align:justify;line-height:normal"><b> </b></p>
<p style="text-align:justify;line-height:normal" mce_style="text-align:justify;line-height:normal">Providing children with self-paced activities in physical education assures that the needs for all ability levels are being met. Active games meet the needs of children whether they are overweight, unskilled, fit, or skilled (Hansen, 2009; Hansen &amp; Sanders, 2008). The unskilled, overweight child is able to compete or play with the skilled fit child and find success because students are able to choose their level of play and how they would like to compete (Thin, Hansen, &amp; McEachen, 2011). Children may not feel embarrassed being physically active because they are engaged in an active gaming activity that is developmentally appropriate for the individual child.</p>
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<p style="text-align:justify;line-height:normal" mce_style="text-align:justify;line-height:normal"><b>Figure 3:</b> Students Participate in Dance Dance Revolution.</p>
<p style="text-align:justify;line-height:normal" mce_style="text-align:justify;line-height:normal">Active Gaming is User-Friendly</p>
<p style="text-align:justify;line-height:normal" mce_style="text-align:justify;line-height:normal">Children are familiar with using digital games and similar technologies, active games are easy for them to use. Although it is important for the teacher to have some background with any activity implemented in physical education class, the children are capable of exploring active games and learning independently, via the game, or another peer (Hansen &amp; Sanders, 2010). Children may reach a stage where they need assistance from a more competent counterpart to advance their skills.  This assistance can be referred to as scaffolding (Vygotsky 1978). Beck and Wade (2004) in describing digital game play suggest that this generation prefers to learn from the game or from one another, not their elders as they are not as motivated by authority figures’ demands.  Peer scaffolding offers a great opportunity for social interaction and leadership roles to emerge. Games and simulations can provide adolescents with scaffolding opportunities, providing learners with cues, prompts, hints, and partial solution to keep them progressing through learning, until they are capable of directing and controlling their own learning path (Federation of the American Scientists, 2006) In this sense, the digital game itself becomes the guidance needed for children to further develop skills as they learn to use the tools provided on the screen to enhance their level of play.  Students participating in active gaming engage in game play and explore the game independently in order to learn how to play using the digital game as a scaffold.   The teacher is then able to spend time assessing students, motivating the students, and providing them with specific feedback for more effective learning during active gaming.</p>
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<p style="text-align:justify;line-height:normal" mce_style="text-align:justify;line-height:normal">Active Gaming Provides Socialization</p>
<p style="text-align:justify;line-height:normal" mce_style="text-align:justify;line-height:normal">Socializing with peers is an important component in active gaming. Voluntary physical activity can be defined as children making the choice to participate in physical activity due to intrinsically motivating reasons. For voluntary physical activity to occur, children suggest the activity needs to be enjoyable and in a social environment (Robertson-Wilson et al., 2003 Weiss, 2000). In physical education, when experiences meet students’ needs for success in a social environment, future participation in physical activity is encouraged (Robertson-Wilson et al., 2003; Weiss, 2000). Hansen (2009), learned that if children were able to choose their partners, play independently, or were assigned a partner or group, the children were consistently involved in social, peer relations. Students would discuss strategies and instructions about the game, engage in competitive conversations, or simply have discussions on random topics. For example, during one experience participating in active gaming, field notes captured two students working through strategies in a game:</p>
<p style="text-align:justify;text-indent:36.0pt; line-height:normal" mce_style="text-align:justify;text-indent:36.0pt; line-height:normal">
<p style="margin-left:36.0pt;mso-add-space:auto; text-align:justify;line-height:normal" mce_style="margin-left:36.0pt;mso-add-space:auto; text-align:justify;line-height:normal">The girls are smiling and laughing playing Batman and Robin.  They are talking back and forth about strategies in the game. “I’m up here now” Ashlyn said.  The teacher told Angela to go help Robin. Angela said, “I’m trying to help but she keeps going over there and I can’t get over there”. Ashlyn replied, “I didn’t know you can’t get there. I will come back. Just wait on me”. Angela said, “Ok, but see that (pointing at the screen, don’t go there. Go this way because…”(Hansen, 2009, p.162).</p>
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<p style="text-align:justify;line-height:normal" mce_style="text-align:justify;line-height:normal">Other discussions were focused on the students competing against one another. Students would make competitive remarks such as, “I am better than you”, “bring it on”, “I beat you”, or “will you versus me” while observing the students. The following excerpt demonstrates one competitive game play experience:</p>
<p style="text-align:justify;text-indent:36.0pt; line-height:normal" mce_style="text-align:justify;text-indent:36.0pt; line-height:normal">
<p style="margin-left:36.0pt;mso-add-space:auto; text-align:justify;line-height:normal" mce_style="margin-left:36.0pt;mso-add-space:auto; text-align:justify;line-height:normal">Wilson and another girl are challenging one another on Dance Dance Revolution. This is the girl that had beat Wilson before. During the entire rotation they are challenging one another. Right now they are waiting behind the pad singing to “Get Busy” and practice stepping. Wilson and his peer are on light mode and play the same song. She got a C and he got a D. Wilson just smiled and said, “Ok, 2 to 1. I will beat you next time”. Wilson is back on against his peer this time choosing to play Standard mode.  They both are not doing great. The lights go off to finish up for the day and they continue stepping until they finish their song. Looking at the score he says to her, “yeah, I won”. She said, “no we both got an E”.  Wilson said, “No, look at the actual score, right here” as he was pointing to the number score. She said, “Oh, ok”. Wilson said with a huge grin and sense of accomplishment, “yeah, 3 to 2, I won”. She said, “I’ll get you Monday” (Hansen, 2009, p. 162).</p>
<p style="margin-left:36.0pt;mso-add-space:auto; text-align:justify;line-height:normal" mce_style="margin-left:36.0pt;mso-add-space:auto; text-align:justify;line-height:normal"><b> </b></p>
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<p style="text-align:justify;line-height:normal" mce_style="text-align:justify;line-height:normal"><b>Figure 4:</b> Students Socialize while Stepping and Playing Digital Games.</p>
<p style="text-align:justify;line-height:normal" mce_style="text-align:justify;line-height:normal">Children certainly know active gaming involves peer interaction. When asked about active gaming being social one student suggested (Hansen, 2009), “We socialize on what game we want to play and we get along. If we don’t get along we just talk about it, or just calm down and talk about where we really wanna (want to) go… I’m talking about the game like, oh this is so fun! Then, when it’s done I say, oh I either beat you or you beat me” (Hansen, 2009, p.111). Children appear to enjoy being a part of the virtual world whether it is their character or that of their peers.</p>
<p style="text-align:justify" mce_style="text-align:justify"><i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Active Gaming Increases Physical Activity</i></p>
<p style="text-align:justify" mce_style="text-align:justify">Physical Education programs globally are implementing active gaming in both classrooms and gyms. West Virginia public schools have an active gaming, <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Dance Dance Revolution</i> Project, as part of their curriculum. The West Virginia school system conducted a study that identified the impacts of the <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Dance Dance Revolution</i> (DDR) on students in 20 West Virginia schools that used DDR in physical education and health classes, and found that some of the children lost five to ten pounds after playing the game every day during the first few weeks (Barker, 2005). Another West Virginia public school study with 35 overweight children ages seven to twelve found that playing DDR at least five times a week led children feeling more coordinated, less winded, and less self-conscious. The children developed stronger self-esteem, on average, improved their aerobic fitness, and reduced their chances for developing diseases associated with obesity, such as diabetes and heart disease. Parents of study participants reported that most of the children stopped gaining their typical three or four pounds a month and, with increased self-confidence, started exercising and playing sports regularly in daily life (Brubaker, 2006). Based on the positive results of these studies, the State of West Virginia included DDR in all 765 public schools and has developed a school-based DDR curriculum.</p>
<p style="text-align:justify;text-indent:14.2pt;mso-layout-grid-align: none;text-autospace:none" mce_style="text-align:justify;text-indent:14.2pt;mso-layout-grid-align: none;text-autospace:none">Additional investigations have found that playing active games can double the energy expenditure over sedentary digital game play (Graves, Ridgers &amp; Stratton, 2008; Graves et al., 2008; Lannigham-Foster et al., 2006; Mellecker &amp; McManus, 2008), as well as significantly increase heart rates and step counts and may have positive benefits on overall health (Maddison et al., 2007; Mhurchu, et al., 2007; Thin, &amp; Poole, 2010). Furthermore, research suggests participating in active gaming can meet the recommended guidelines for moderate to vigorous physical activity (Tan et al., 2002; Unnithan, Houser, &amp; Fernhall, 2005; Yang &amp; Graham, 2006).</p>
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<p><b style="mso-bidi-font-weight:normal" mce_style="mso-bidi-font-weight:normal">Active Gaming: Challenges and Considerations</b></p>
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<p style="text-align:justify" mce_style="text-align:justify">Although active gaming is growing in popularity and the idea of increasing children’s physical activity by using 21<sup>st</sup> century technology is largely accepted by many including physical educators, there are still challenges and questions related to accepting this contemporary concept as a method of increasing children’s physical activity. Some concerns have merit and there should be an open discussion between parents, teachers and children related to use of active gaming.  Perhaps, active gaming should be promoted as one of many activities children could participate in daily in order to live healthy physically active lifestyles.  The authors have found the following challenges and concerns expressed by parents, teachers, and researchers related to the role of active gaming in increasing daily physical activity in today’s youth.</p>
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<p style="text-align:justify" mce_style="text-align:justify"><i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Just Go Outside and Play</i></p>
<p style="text-align:justify" mce_style="text-align:justify">“When I was your age, I used to play outside until the street lights came on.”  While this statement may be true for most parents over the age of 40, the issue our culture is dealing with is that children are simply not going outside daily to play.  They are not going outside to play like previous generations. The preferred skill set of this generation may have shifted from the active environment to the more sedentary screen environment. It is widely believed that fundamental movement skills and habitual physical activity are related in childhood and adolescence (Booth, Okely, &amp; Patterson, 2001; Hannah et al., 2006). There is a significant relationship between obtaining fundamental movement skills and self-reported participation in organized traditional physical activity in adolescents (Booth et al., 2001). Children with developed motor abilities are more physically active and less likely to be sedentary than children who lack a foundation of physical skills. It is understandable that parent’s desire for their children to go outside to play but if this is not happening why not provide an alternative to get children moving. In today’s fast paced culture children may need a different approach to turn them on to exercise. Active gaming can be a gateway to provide children with the motivation needed to encourage future traditional physical activity experiences.</p>
<p style="text-align:justify" mce_style="text-align:justify">
<p style="text-align:justify" mce_style="text-align:justify"><i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Why Would We Encourage MORE Screen Time?</i></p>
<p style="text-align:justify" mce_style="text-align:justify">Time spent on recreational screen activities (watching TV, playing digital games, internet surfing, etc.) should not exceed two hours daily (Kaiser Foundation, 2009). The average child spends more time in front of the screen than recommended. Many parents and teachers would suggest that encouraging additional use of screens would not be an appropriate teaching or parenting strategy.</p>
<p style="text-align:justify;text-indent:14.2pt" mce_style="text-align:justify;text-indent:14.2pt">Advocates of active gaming are not suggesting children spend more time in front of a screen. The intent of active gaming participation is to replace sedentary, recreational screen time with physically active screen time. A pilot study investigating active gaming’s effect on replacing sedentary screen time with more physically active screen time supported this concept by demonstrating children voluntarily selected to participate in active screen time opposed to sedentary screen time (Maloney et al., 2008). Turning sedentary recreational screen time into a healthy experience using active gaming may prove beneficial for children who are going to participate in extended use of technology.</p>
<p style="text-align:justify" mce_style="text-align:justify">
<p style="text-align:justify" mce_style="text-align:justify"><i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Traditional Physical Activity is Better than Technological Activity</i></p>
<p style="text-align:justify" mce_style="text-align:justify">The concept of expanding use of active gaming is not to be confused with replacing traditional activity. Parents and physical educators understand the value of traditional physical activity. Physical activity is associated with better cognitive performance and helps maintain cognitive function (Weuve et al. 2004). In addition, a physically active lifestyle can help prevent the development of many chronic diseases including cardiovascular disease and obesity. It is imperative to increasingly create ways to help children incorporate more physical activity in their daily lives.</p>
<p style="text-align:justify;text-indent:14.2pt;mso-layout-grid-align: none;text-autospace:none" mce_style="text-align:justify;text-indent:14.2pt;mso-layout-grid-align: none;text-autospace:none">Active gaming research supports this new form of physical activity and learning. Recent investigations have found that not only does participating in active gaming double the energy expenditure over participating in similar sedentary activities (Graves, Ridgers &amp; Stratton, 2008; Graves et al., 2008; Lanningham-Foster et al., 2006; Mellecker &amp; McManus, 2008), but active digital games can also significantly increase heart rate and step counts as well as have benefits on overall health (Maddison et al., 2007; Mhurchu et al., 2007). Active gaming can be used as a supplement to traditional activities and a tool to help accomplish physical education objectives. Active gaming should not be considered a substitute for traditional fitness.</p>
<p style="text-align:justify;mso-layout-grid-align:none; text-autospace:none" mce_style="text-align:justify;mso-layout-grid-align:none; text-autospace:none">
<p style="text-align:justify" mce_style="text-align:justify"><i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Active Gaming Breaks the Piggy Bank</i></p>
<p style="text-align:justify" mce_style="text-align:justify">Active gaming has been identified as being an expensive investment and many parents and schools may deem the expense to be unrealistic. It is estimated that an active gaming lab in a middle school (Grades six to nine) with 25 different gaming stations could cost $60,000-$80,000 depending on the type of equipment purchased.  School administrators would understandably need to make decisions related to costs versus the benefits.  However, there are active games that are affordable. A variety of <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Dance Dance Revolution</i> pads are available for under $20 a pad and active games—such as the Gamercize steppers, Wii, Xavix Sports, etc.—can be purchased for under $300.00 each. Additionally, depending on the active game selected (Gamercize, Cateye GameBike, Wii, etc.) the activities are compatible with multiple digital games which fosters sustainability with children. Creating a full functioning active gaming room may not be a reasonable task immediately; yet, taking small steps toward this goal to continue to add new activities each year or as funding is available is feasible. At home, 88% of children have a digital game console and 85% a computer with over half having internet access (Hersey &amp; Jordan, 2007). Considering many active games are operated using a traditional game console (Wii, PlayStation 2, PlayStation 3, Xbox 360, etc.) or through online game play, the gateway for children to be active in their homes is increasingly available.</p>
<p style="text-align:justify;text-indent:14.2pt" mce_style="text-align:justify;text-indent:14.2pt">Schools will find that there are several funding initiatives available that can provide resources for purchasing this technology. The federally funded Carol White Physical Education Program Grants provide physical education programs with funding in amounts ranging from just over $100,000 to nearly $600,000 (United States Department of Education, 2009). These grants are specifically targeted for the improvement of physical education programs and can provide funding to facilitate such program initiatives. In addition, the Robert Woods Johnson Foundation (2009) grants for the prevention of childhood obesity provide much needed funding initiatives so researchers can investigate the impact of active gaming on physical activity levels among children and adolescents.  State and local funding is also available for physical activity and technology initiatives providing multiple possibilities for funding school and community based active gaming equipment and program initiatives.</p>
<p style="text-align:justify" mce_style="text-align:justify">
<p style="text-align:justify" mce_style="text-align:justify"><i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Active Gaming Takes Up Too Much Space</i></p>
<p style="text-align:justify;text-indent:14.2pt" mce_style="text-align:justify;text-indent:14.2pt">Finding the space to allocate active gaming activities at home or at school is another argument against active gaming.  Common questions include, “Where and how do we store the games when they are not being used” and “Where do we place the screens if we do not have wall space?” “Where will we find space in the school to set up the equipment?”  Active gaming equipment does take up a lot of space.  Teachers have suggested (Hansen, 2009) the following related to space allocation and active gaming. First, designate a space to place the active gaming equipment that will not require the teacher to remove the activities daily. Delegating a room or small area in a specific permanent location in the school is ideal but certainly not necessary. Another option is to use a moving cart. A screen and game console can sit on the cart and the activities can be rolled or moved into the gym or classroom as needed. A third suggestion is to purchase a mobile or modular commercial unit. These units house the screens, consoles, and cords.</p>
<p style="text-align:justify" mce_style="text-align:justify">
<p style="text-align:justify" mce_style="text-align:justify"><b style="mso-bidi-font-weight: normal" mce_style="mso-bidi-font-weight: normal"><i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Durability is Problematic</i></b><i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal"></i></p>
<p style="text-align:justify" mce_style="text-align:justify">Some have suggested active gaming is problematic due to the lack of reliability in terms of durability of the technology. Whether you are on a computer, driving a car, using an iPod, or trying to set your DVR, the chances are that at some point technology is going to “break down”. Most active games are purchased with a warranty with an option to extend the warranty. This provides the needed security to extend the life of the equipment. However, a major concern to consider when purchasing any active gaming technology is the manual assistance to care for typical “trouble shooting” situations. School systems should be prepared to have someone appointed to not only care for the purchased products, but to have open communication lines with the company or companies that have supplied the equipment. Any questions regarding the servicing of products should be considered and discussed prior to making any purchase. Without discussing individual manufacturers or specific products it is safe to suggest that there are many durable products provided by the active gaming industry.</p>
<p style="text-align:justify" mce_style="text-align:justify"><b style="mso-bidi-font-weight: normal" mce_style="mso-bidi-font-weight: normal"> </b></p>
<p style="text-align:justify" mce_style="text-align:justify"><i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Children Will Get Bored</i></p>
<p style="text-align:justify" mce_style="text-align:justify">“Children will simply get bored of these activities too quickly” is another concern for some teachers and parents. The notion that playing any activity too long and in the same way becomes less appealing and motivating may be true. However, many active games are compatible to a traditional game console allowing children to choose a variety of games in which to play. Some active games even allow children to plug the equipment to their computer and expand game play online.</p>
<p style="text-align:justify" mce_style="text-align:justify">School systems should consider that an appropriate instructional environment for active gaming is essential in order to promote the most effective learning and motivating experiences for children. Teachers should have training as well as personal practice on all purchased active games before including these activities in the curriculum. Using active gaming as a tool to accomplish learning objectives can be successful to sustaining the attentions span of children.</p>
<p style="text-align:justify" mce_style="text-align:justify">
<p style="text-align:justify" mce_style="text-align:justify"><b style="mso-bidi-font-weight: normal" mce_style="mso-bidi-font-weight: normal">Conclusion</b></p>
<p style="text-align:justify" mce_style="text-align:justify">
<p style="text-align:justify" mce_style="text-align:justify">Active gaming certainly has a place in the physical education classroom and in the home environment.  Children in the USA—and in other developed countries—are becoming overweight and obese and the home and school environment is failing to provide activities that motivate kids to move and be more physically active.  Physical education teachers must find ways to make learning more meaningful for children and to accept that enjoyment in an activity drives meaningful learning.  Active gaming may be in its infancy but as the concept continues to grow and develop we may see acceptance as an important method to increase children’s daily physical activity.  Active gaming is an appropriate compliment to traditional exercise that can motivate children to become more physically active. Elkind (2007) suggested that the education system is one of the last social institutions to be changed by technology.  If Elkind is on the right track, it is time for both parents and schools to adapt.  Imagine what a physical education class would look like if fitness was approached in a way that allowed children to do what they love, playing digital games, while still being motivated to be physically active?  Imagine what the home environment would look like? As one fifth grade student participating in active gaming in physical education class stated, “If everyone in this world had a room (of active games) the world would be a better place” (Hansen, 2009, 148). We believe that the integration of technology and physical activity must be embraced in schools. The adoption of this technology makes learning more meaningful for students and increases the amount of physical activity in their lives.</p>
<p><b>Notes</b></p>
<p><sup>1</sup> A wireless multiplayer DDR system.</p>
<p><sup>2</sup> Add-on for GameCube, see <a href="http://www.3rivers.com/gamecycle.php" mce_href="http://www.3rivers.com/gamecycle.php">http://www.3rivers.com/gamecycle.php</a></p>
<p><sup>3</sup> <a href="http://www.expresso.com/" mce_href="http://www.expresso.com/">http://www.expresso.com/</a></p>
<p><sup>4</sup> <a href="http://trixter.net/" mce_href="http://trixter.net/">http://trixter.net/</a></p>
<p><sup>5</sup> Add-on for PlayStation2, see <a href="http://www.exerbikeusa.com/" mce_href="http://www.exerbikeusa.com/">http://www.exerbikeusa.com/</a></p>
<p><sup>6 </sup><a href="http://www.xavix.com/products/index.html" mce_href="http://www.xavix.com/products/index.html">http://www.xavix.com/products/index.html</a></p>
<p><sup>7</sup> <a href="http://www.trazer.com/" mce_href="http://www.trazer.com/">http://www.trazer.com/</a></p>
<p><sup>8</sup> Add-on for PlatStation3, Wii and Xbox 360, see <a href="http://www.gamercize.net/" mce_href="http://www.gamercize.net/">http://www.gamercize.net/</a></p>
<p><sup>9</sup> <a href="http://www.hopsports.com/" mce_href="http://www.hopsports.com/">http://www.hopsports.com/</a></p>
<p><sup>10</sup> <a href="http://www.xergames.com/" mce_href="http://www.xergames.com/">http://www.xergames.com/</a></p>
<p><sup>11</sup> <a href="http://www.fitinteractive.com/3kick/index.htm" mce_href="http://www.fitinteractive.com/3kick/index.htm">http://www.fitinteractive.com/3kick/index.htm</a></p>
<p><sup>12 </sup><a href="http://www.makoto-usa.com/new/index.html" mce_href="http://www.makoto-usa.com/new/index.html">http://www.makoto-usa.com/new/index.html</a> <sup></sup></p>
<p><sup>13</sup> <a href="http://www.footgaming.com/" mce_href="http://www.footgaming.com/">http://www.footgaming.com/</a></p>
<p><sup>14</sup> <a href="http://www.thebrainbike.com/" mce_href="http://www.thebrainbike.com/">http://www.thebrainbike.com/</a></p>
<p><sup>15</sup> <a href="http://www.gamercize.net/pcsport.htm" mce_href="http://www.gamercize.net/pcsport.htm">http://www.gamercize.net/pcsport.htm</a></p>
<p><b> </b></p>
<p><b>References</b></p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">American Heart Association (2010). <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">American Heart Association and Nintendo</i>. Retrieved from <a href="http://www.activeplaynow.com/" mce_href="http://www.activeplaynow.com/">http://www.activeplaynow.com/</a> on December 17, 2010.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Barker, A. (2005). Kids in study try to dance away weight. Associated Press.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Beck, J., &amp; Wade, M. (2004). <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">The Kids are alright:  How the gamer generation is</i> <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">changing the workplace</i>. Boston: Harvard Business School Press.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Booth, M., Okely, A. &amp; Patterson, J. (2001). Relationship of physical activity to</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">fundamental movement skills among adolescents. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Medical Science Sports Exercise,</i> <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">33</i>, 1899-1904.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Brubaker, B. (2006, Jan 16). Teachers join the Dance Dance Revolution: Educators</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">begin training to use the exercise video game. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">The Dominion Post</i>, p. B2.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Centres for Disease Control and Prevention (2008a). <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Healthy weight – it’s not a diet, it’s a lifestyle</i>. Retrieved from <a href="http://www.cdc.gov/nccdphp/dnpa/healthyweight/assessing/bmi/childrens_BMI/about_childrens_BMI.htm" mce_href="http://www.cdc.gov/nccdphp/dnpa/healthyweight/assessing/bmi/childrens_BMI/about_childrens_BMI.htm">http://www.cdc.gov/nccdphp/dnpa/healthyweight/assessing/bmi/childrens_BMI/about_childrens_BMI.htm</a></p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Centres for Disease Control and Prevention (2008b). <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">National Center for Health Statistics: Prevalence of overweight among children and adolescents: United States, 1999-2002. </i>Retrieved from http://www.cdc.gov/nchs/products/pubs/pubd/hestats/overwght99.htm.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Chapman, C., &amp; DeBell, M. (2003). <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Computer and Internet use by children and adolescents, 2001</i>. U.S. Department of Education. Washington:  National Center for Education Statistics.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Dallal, G., Jacques, P. &amp; Must, A. (1992). Long-term morbidity and mortality of adolescents: a follow up of the Harvard Growth Study of 1922-1935. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">New England Journal of Medicine</i>, 327, 1350-1355.<i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal"> </i></p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Department of Education (2009). Carol M. White physical education program.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Retrieved from <a href="http://www2.ed.gov/programs/whitephysed/index.html" mce_href="http://www2.ed.gov/programs/whitephysed/index.html">http://www2.ed.gov/programs/whitephysed/index.html</a> on</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">November 10<sup>th</sup>, 2009.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Dyson, B. (1995). Students’ voices in two alternative elementary physical education</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">programs. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">The Journal of Teaching Physical Education</i>, <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">4</i>, 394-407.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Elkind, D. (2007). <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">The power of play. </i>New York: Da Capo Press.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Federation of American Scientists (2006). Harnessing the power of video games for</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">learning. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Summit on Educational Games, 1-53.</i></p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Foehr, U., Rideout, V. &amp; Roberts, D. (2005). <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Generation M: Media in the lives of 8-18 year-olds</i>. Menlo Park: Henry J. Kaiser Family Foundation.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm;mso-layout-grid-align: none;text-autospace:none" mce_style="margin-left:1.0cm;text-indent:-1.0cm;mso-layout-grid-align: none;text-autospace:none">Fox, K. &amp; Riddoch, (2000). Charting the physical activity patterns of contemporary children and adolescents. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Proceedings of the Nutrition Society</i>,<i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal"> 59</i>,497–504.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Freedman, D., Srinvasan, S., Valdez, R., Williamson, D &amp; Berensen, G. (1997). Secular increases in relative weight and adiposity among children over two decades: The bogalusa heart study. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Pediatrics</i>, <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">99</i>, 420-426.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Grau, J., Meyer, P. &amp; Moon, L. (1999). Australia’s young people: Their health and     wellbeing. <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Australian Institute of Health and Welfare,</i> 1-260.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Graves, L., Ridgers, N. &amp; Stratton, G. (2008). The contribution of upper limb and total body movement to adolescents’ energy expenditure whilst playing Nintendo Wii. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">European Journal of Applied Physiology, 104</i>, 617-623.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Graves, L., Stratton, G., Ridgers, N. &amp; Cable, N. (2008). Comparison of energy     expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study. www.bmj.com.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Hannan, P., Nelson, M., Neumark-Stzainer, D., Sirard, J. &amp; Story, M. (2006).</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Longitudinal and secular trends in physical activity and sedentary behaviour</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">during adolescence. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Paediatrics</i>, <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">118</i>(6), 1627-1634.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Hansen, L. &amp; Sanders, S. (2008). Interactive gaming: Changing the face of fitness. <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Florida Alliance for Health, Physical Education, Recreation, Dance &amp; Sport Journal, 46</i>(1), 38-41.<i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal"></i></p>
<p style="margin-left:1.0cm;text-indent:-1.0cm; line-height:normal" mce_style="margin-left:1.0cm;text-indent:-1.0cm; line-height:normal">Hansen, L. &amp; Sanders, S. (2010). Fifth grade students’ experiences participating in active gaming in physical education: The persistence to game<i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">.</i><i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal"> International Council for Health, Physical Education Recreation, Sport, and Dance &#8211; Journal of Research, 5</i>(2), 33-40.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Hansen, L. (2009). Fifth grade students’ experiences participating in physical education during physical education classes. Unpublished doctoral dissertation, University of South Florida.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Hersey, J. &amp; Jordan, A. (2007). Reducing children’s TV time to reduce the risk of childhood overweight: The Children&#8217;s media use study.   Retrieved January 16, 2009, from <a href="http://www.cdc.gov/nccdphp/dnpa/obesity/pdf/TV_Time_Highligts.pdf" mce_href="http://www.cdc.gov/nccdphp/dnpa/obesity/pdf/TV_Time_Highligts.pdf">http://www.cdc.gov/nccdphp/dnpa/obesity/pdf/TV_Time_Highligts.pdf</a></p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Hopple, C. &amp; Graham, G. (1995). What children think, feel, and know about physical fitness testing. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Journal of Teaching in Physical Education, 14</i>(4), 408-417.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Kaiser Family Foundation. (2009). Generation M2: Media in the Lives of 8- to 18-Year-Olds. Retrieved November 16, 2009, from http://www.kff.org/entmedia/mh012010pkg.cfm</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Konami (1998). <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Dance Dance Revolution </i>[Digital Game]. Konami.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Koster, R. (2005). <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">A theory of fun for game design</i>. Scottsdale: Paraglyph.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Lanningham-Foster, L., Foster, R., McCrady, S., Jensen, T., Mitre, N. &amp; Levine, J. (2006). Energy expenditure of sedentary screen time compared with active screen time for children. <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Journal of The American Academy of</i> <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Paediatrics</i>, 118(6), 1831-1835.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Lindstrom, M. &amp; Seybold, P. (2003). <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Brand child: Remarkable insights into the minds of today’s global kids and their relationships with brands. </i>London, UK: Kogan.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Maddison, R., Mhurchu, C., Jull, A., Jian, Y., Prapavesis, H. &amp; Rodgers, A. (2007). Energy expended playing video console games: An opportunity to increase children’s physical activity. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Paediatric Exercise Science</i>, <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">19</i>, 334-343.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Maloney, A., Carter, B., Kelsey, K., Marks, J., Paez, S., Rosenberg, A., Catellier, D., Hamer, R. &amp; Sikich, L. (2008). A pilot of a video game (DDR) To promote physical activity and decrease sedentary screen time. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Obesity, </i>16(9), 2074-80.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Martinez, J. (2000). Body-weight regulation; causes of obesity. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Proceedings of the </i></p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm"><i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal"> Nutrition Society,</i> <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">59</i>(3), 337-345</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Mears, D. &amp; Hansen, L., (2009).<i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal"> </i>Active gaming: Definitions, and implementation<i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">. </i></p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm"><i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal"> Strategies </i><i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Journal</i>, <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">23</i>(2), 26-29.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Mellecker, R. &amp; McManus, A. (2008).<i> </i>Energy expenditure and cardiovascular responses to seated and active gaming in children. <i>Archives of Paediatrics and Adolescent Medicine, 162</i>(9), 886-891.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Mhurchu, C., Maddison, R., Jiang, Y., Jull, A., Prapavessis, H., Rodgers, A. (2007).</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Energy Expended Playing Video Console Games: An Opportunity to Increase Children&#8217;s Physical Activity? <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Pediatric Exercise Science, </i>19, 334-343.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">National Association for Sport and Physical Education. (2009a). <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Appropriate use of instructional technology in physical education</i>. Reston: National Association for Sport and Physical Education.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">National Association for Sport and Physical Education. (2009b). <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Integrating technology: PETE and higher education</i>. Reston: National Association for Sport and Physical Education.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">National Association for Sport and Physical Education. (2004). <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Moving into the future: National standards for physical education (2<sup>nd</sup> ed.) </i>Reston: National Association for Sport and Physical Education.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Nelson, J. (2007). <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Critical issues in education. </i>New York: McGraw-Hill.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Nintendo (2006). <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Wii Sports </i>[Digital Game]. Nintendo.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Nintendo (2008). <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Wii Fit </i>[Digital Game]. Nintendo.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Ogden, C., Carroll, M., Curtin, L., McDowell, M., Tabak C. &amp; Flegal, K. (2006). Prevalence of overweight and obesity in the United States. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Journal of American Medical Association, 295</i>, 1549-1555.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Positive Gaming (2008). <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">iDance </i>[Digital Game]. Positive Gaming.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Powell, K. &amp; Dysinger, W. (1987). Childhood participation in organized school</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">sports and physical education as precursors of adult physical activity. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">American Journal</i> <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">of Preventative Medicine, 3</i>(5), 276-281.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Robert Woods Johnson Foundation (2009). <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">The Robert Woods Johnson Foundation program areas. </i>Retrieved from <a href="http://www.rwjf.org/grants/" mce_href="http://www.rwjf.org/grants/">http://www.rwjf.org/grants/</a> on August 2009.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Robertson-Wilson, J., Baker, E., Derbinshyre, E., &amp; Cote, J. (2003). Childhood sports involvement in active and inactive female adults. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">AVANTE, 9</i>, 1-8.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Robomundo (2009). <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Tony Hawk: Ride </i>[Digital Game]. Activision.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Rogers, S. &amp; Sawyers, J. (1988).  <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Play: In the lives of children.</i> Washington, D.C: NAEYC.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Sanders, S. &amp; Hansen, L. (2008). Exergaming: New directions for fitness education in physical education. Policy Brief, The University of South Florida.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Step Evolution (2011). <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">ReRave </i>[Digital Game]. Step Evolution.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Stork, S., &amp; Sanders, S. (2008). Physical education in early childhood. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">The Elementary School Journal</i>, <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">108</i>(3), 197-206.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Tan, B., Aziz, A., Chua, K. &amp; Thea, K. C. (2002). Aerobic demands of the dance     simulation game. <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">International Journal of Sports Medicine</i>, 23, 125-129.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Thin, A., Hansen, L. &amp; McEachen, D. (2011). Flow Experience and Mood States whilst Playing Body-Movement Controlled Video Games. <i>Games and Culture</i>. Published online March 27, 2011.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Thin, A. &amp; Poole, N. (2010). Dance-based ExerGaming: User Experience Design Implications for Maximizing Health Benefits based on Exercise Intensity and Perceived Enjoyment. <i>Transactions on Edutainment IV</i> (In Press).</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Tousignant, M. &amp; Siedentop, D. (1983). A qualitative analysis of task structures in required secondary physical education classes. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Journal of Teaching in Physical Education</i>, 3(1), 47-57.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Unnithan, V., Houser, W. &amp; Fernhall, B. (2005). Evaluation of the energy cost of playing advance simulation video game in overweight and non-overweight children and adolescents. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">International Journal of Sports Medicine</i>, <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">26</i>, 1-11.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Vygotsky, L. (1978). <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Mind in society: The development of higher mental processes</i>. Cambridge: Harvard University Press.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Warburton, D., Bredin, S., Horita, L., Zbogar, D., Scott, J., Esch, B. &amp; Rhodes, R.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">(2007). The health benefits of interactive video game exercise. <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">Applied Physiology Nutrition and Metabolic, 32</i>, 655-663</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Watts, K., Davis, E., Green, D. &amp; Jones, T. (2005). Exercise training in obese children and adolescents. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Sports medicine,</i> <i style="mso-bidi-font-style: normal" mce_style="mso-bidi-font-style: normal">35</i>(5), 375-392.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Wechsler, H., McKenna, M., Lee, S., &amp; Dietz, H. (2004). The role of schools</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">in preventing childhood obesity. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">State Education Standard</i>, <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">5</i>, 4-12.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Weiss, M. R. (2000). Motivating kids in physical activity. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">President’s Council on Physical </i></p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm"><i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal"> Fitness and Sport Research Digest</i>, <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">3</i>(11), 1-8.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Weuve, J., Kang, J., Manson, J., Breteler, M., Ware, J. &amp; Grodstein, F. (2004). <b>Physical activity, including walking, and cognitive function in older women.</b> <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">The Journal of the American Medical Association, </i><i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">292</i>, 1454-1461</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Widman, M., McDonald, C. &amp; Abresch, T. (2006). Effectiveness of an upper extremity exercise device integrated with computer gaming for aerobic training in adolescents with spinal cord dysfunction. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Journal of Spinal Cord Medicine</i>, <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">29</i>, 1-8.</p>
<p style="margin-left:1.0cm;text-indent:-1.0cm" mce_style="margin-left:1.0cm;text-indent:-1.0cm">Yang, S. &amp; Graham, G. (2006). Exergames: being physically active while playing Video games. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">EKIBOLOS (Biannual bulletin of the Hellenic Academy of Physical Education),</i> <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">4,</i> 5-6.</p>
<p style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; margin-left:36.0pt;text-align:justify;text-indent:-36.0pt" mce_style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; margin-left:36.0pt;text-align:justify;text-indent:-36.0pt"><b style="mso-bidi-font-weight: normal" mce_style="mso-bidi-font-weight: normal">Biographical Statements</b></p>
<p>Dr. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Lisa Witherspoon Hansen</i> is an Assistant Professor in the College of Education in the School of Physical Education &amp; Exercise Science at the University of South Florida. Dr. Hansen is the Co-Director of the USF Active Gaming Research Laboratories in Tampa, FL.  In the past three years she has given multiple presentations on active gaming, and authored both print and video publications related to research on active gaming. Dr. Hansen has been actively involved in active gaming since 2005, through the creation of the first active gaming university facility for children to serving as a member of NASPE committees and acting as a consultant.</p>
<p style="text-align:justify;tab-stops:45.8pt 91.6pt 137.4pt 183.2pt 229.0pt 274.8pt 320.6pt 366.4pt 412.2pt 458.0pt 503.8pt 549.6pt 595.4pt 641.2pt 687.0pt 732.8pt" mce_style="text-align:justify;tab-stops:45.8pt 91.6pt 137.4pt 183.2pt 229.0pt 274.8pt 320.6pt 366.4pt 412.2pt 458.0pt 503.8pt 549.6pt 595.4pt 641.2pt 687.0pt 732.8pt">Email: <a href="mailto:withersp@usf.edu" mce_href="mailto:withersp@usf.edu">withersp@usf.edu</a></p>
<p style="text-align:justify" mce_style="text-align:justify">Dr. <i style="mso-bidi-font-style:normal" mce_style="mso-bidi-font-style:normal">Steve Sanders</i> is a Professor and Director of the School of Physical Education &amp; Exercise Science at the University of South Florida. Dr. Sanders is closely involved with teacher preparation programs working to prepare teachers to assist children in becoming physically active for a lifetime.  He has taught and promoted the concept of being physically active for life throughout his career while working with all age levels from university students to infant/parent and toddler movement classes, to teaching preschool, elementary, and high school physical education.  Dr. Sanders is author of the Books “Designing Preschool Movement Programs (1992),” and “Active for Life: Developmentally Appropriate Movement Programs for Young Children (NAEYC, 2002),” and is co creator of the USF Active Gaming Research Laboratories.</p>
<p style="text-align:justify" mce_style="text-align:justify">&#8211;></p>
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		<title>Learning as becoming through performance, play, and dialogue: A model of game-based learning with the game Legends of Alkhimia</title>
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		<title>“When I make a film, it’s out of my head”:  Expressing emotion and healing through digital filmmaking in the classroom</title>
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			<content:encoded><![CDATA[<p><strong>Brian Bailey</strong><br />
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		<title>Capturing literacy learners: Evaluating a reading programme using popular novels and films with subtitles</title>
		<link>http://www.digitalcultureandeducation.com/volume-3/dce1053_parkhill_2011/</link>
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		<pubDate>Wed, 14 Dec 2011 16:20:11 +0000</pubDate>
		<dc:creator>Christopher Walsh</dc:creator>
				<category><![CDATA[Volume 3]]></category>

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		<description><![CDATA[Faye Parkhill
Jilaine Johnson
Jane Bates
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			<content:encoded><![CDATA[<p><strong>Faye Parkhill</strong><br />
<strong>Jilaine Johnson</strong><br />
<strong>Jane Bates</strong><br />
<strong> </strong><strong>Published Online: December 15, 2011</strong><br />
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		<title>Capturing literacy learners: Evaluating a reading programme using popular novels and films with subtitles</title>
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		<pubDate>Wed, 14 Dec 2011 15:44:12 +0000</pubDate>
		<dc:creator>Christopher Walsh</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Comprehension strategies]]></category>
		<category><![CDATA[engagement]]></category>
		<category><![CDATA[Faye Parkhill]]></category>
		<category><![CDATA[fluency]]></category>
		<category><![CDATA[Jane Bates]]></category>
		<category><![CDATA[Jilaine Johnson]]></category>
		<category><![CDATA[movies and subtitles]]></category>
		<category><![CDATA[multimedia]]></category>
		<category><![CDATA[visualization]]></category>
		<category><![CDATA[vocabulary extension]]></category>

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		<description><![CDATA[Faye Parkhill
Jilaine Johnson
Jane Bates
 Published Online: December 1, 2011
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Abstract
The multimedia AVAILLL programme is currently being widely implemented into New Zealand classrooms. The Audio Visual Achievement in Literacy Language and Learning (AVAILLL) programme is an inexpensive, innovative, multimedia, six-week intensive reading programme to supplement classroom practice. Popular, subtitled movies and [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Faye Parkhill</strong><br />
<strong>Jilaine Johnson</strong><br />
<strong>Jane Bates</strong><br />
<strong> </strong><strong>Published Online: December 1, 2011</strong><br />
<strong>Full Text: <a href="http://www.digitalcultureandeducation.com/uncategorized/dce1053_parkhill_html_2011/" target="_blank"><span style="color: #ff6600;">HTML</span></a>, <a href="http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2011/12/dce1053_parkhill_2011.pdf" target="_blank"> <span style="color: #ff6600;">PDF</span> </a>(984 KB)</strong></p>
<p><strong><span style="color: #ff6600;">Abstract</span></strong></p>
<p><em>The multimedia AVAILLL programme is currently being widely implemented into New Zealand classrooms. The Audio Visual Achievement in Literacy Language and Learning (AVAILLL) programme is an inexpensive, innovative, multimedia, six-week intensive reading programme to supplement classroom practice. Popular, subtitled movies and accompanying novels are used with targeted literacy-based activities to engage students in reading. AVAILLL has been implemented effectively in Christchurch, wider New Zealand and US schools. The programme is particularly focussed at senior elementary students (10-13 year olds) and is appropriate for variable ability classes. This paper reports on a large experimental research study examining the effectiveness of the AVAILLL programme. Findings from six New Zealand schools indicated gains in comprehension and vocabulary, with sustainability of improvement over a six-month period. Qualitative data revealed a noteworthy increase in fluency and engagement in reading. This research provides classroom practice with experimental research support.</em></p>
<p><span style="color: #ff6600;">Keywords</span>:</p>
<p><em>Comprehension strategies, engagement, fluency, movies and subtitles, multimedia, visualization, vocabulary extension</em></p>
<p><strong><span style="color: #ff6600;">Introduction</span></strong></p>
<p>In an age of multiliteracies where print, visual and audio texts are intricately linked (New London Group, 1996), traditional concepts of literacy as confined to print media may undermine students’ attempts to succeed at school (see for example, Baird &amp; Fisher, 2009; Jewett, 2006; Leu, 2002; Yelland, 2010). Being able to read multimodal forms of communication and texts is a key aspect towards becoming multiliterate. Yelland, (2010, p. 65) argues “being fluent in multimodal formats enables new forms of communication and meaning making”. New pedagogies that accommodate digital literacies by using authentic learning experiences, observation, intrinsic motivation and collaboration are emerging in education. It is imperative that teachers can develop strategies to engage students in learning using digital technologies that now assume a central place for communication and entertainment in their leisure lives. Among the plethora of digital technologies available to young people today, DVDs are still a popular source of digital entertainment. In 2010 Scholastic, in conjunction with Quinley Research and Harrison Group, conducted a survey in the United States of 1045 children aged six to seventeen and their parents, a total of 2090 respondents. According to the sample group in the Scholastic Kids and Family Report (Harrison Group, 2010), 89% of six to seventeen year olds watch television, DVD’s or videos each week with 68% of those viewing five to seven days within the week. Going on line and using the internet for fun, as opposed to a school focus, has 74% of the six to seventeen year age group involved each week with 37% of those in the ‘almost daily use’ group while 78% play video or computer games at some point in the week. Whilst the use of DVDs in schools has grown, the presence of the subtitle facility on most recently released films creates new possibilities for reading advancement and engagement using this digital device.</p>
<p>The presence and engaging nature of visual media is undeniable and this is was impetus behind the development of the Audio Visual Achievement in Literacy Language and Learning (AVAILLL) programme in the United States. AVAILLL is based on the premise that using popular movies with subtitles not only enhances students’ reading skills but also motivates students to read books. These advantages are deemed to be a result of movies with subtitles offering the “harmonious inputs” of simultaneous reading, viewing and listening (Parkhill &amp; Johnson, 2009).</p>
<p>This premise had antecedents in Elley’s (1992) analysis of the results of an early iteration of the International Association for the Evaluation of Educational Achievement (IEA) study of reading literacy. Elley speculated that the high number of hours that students in five of the top-performing countries spent watching television may have contributed to these results. These students regularly watched television and films made in English with local-language subtitles. In order to understand what was happening on the screen, the children had to learn to rapidly and repeatedly read the subtitles. Elley (1992, p. 73) concluded, “Regular experiences of rapid reading under highly motivating circumstances with pictorial cues to support meaning is apparently a productive practice for raising reading levels in younger students”. During the same period in the United States, Rickelman, Henk and Layton, (1991, p. 599) reviewed research on using close-captioned television for reading teachers and concluded that “motivation and time on task is enhanced in a close-captioned setting”.</p>
<p>Although both Elley and Rickelman et al. recommended further research on the association between reading subtitles (closed captions) on popular films/television and reading achievement, most of the focus in this area in the intervening 17 years is in relation to second language learners or hearing impaired students (see for example King, 2002; Koolstra &amp; Beentjes, 1999; Jelinek-Lewis &amp; Jackson, 2001) Recently however, captioned media is becoming more popular in classroom literacy programmes as teachers discover that captions not only engage a wide variety of students but also increase vocabulary and comprehension levels (Koskinen et al., 1993; National Center for Technology Innovation and Center for Implementing Technology in Education, 2010). At the time we began to trial AVAILLL in New Zealand, only a few studies addressing the effects of using movie text subtitles in English for English speakers as opposed to second language learners (see for example Koskinen et al, 1993; Kothari &amp; Takeda, 2000) had been completed.</p>
<p>We consider that AVAILLL is at the forefront of using multimodal literacies to enhance reading skills practice in particular and to extend learning within the classroom in general. In this article, we describe the AVAILLL programme, consider literature pertinent to it and present and discuss the findings that emerged from our study.</p>
<p><strong><span style="color: #ff6600;">Relevant Literature</span></strong></p>
<p>Today, ‘reading for a literary experience‘ is no longer as popular a leisure activity for students and adults as it once was. This change, according to (Crain, 2007), is in part due to alternative forms of communication and entertainment brought about by developments in technology, and it may help explain the dip or plateau in reading achievement reported in the literature of many nine to thirteen year-old students (see, for example, Brozo, 2005; Chall &amp; Jacobs, 2003; Hattie, 2007; McNaughton, Amituanai-Toloa, &amp; Lei, 2007; Pressley, 2006; Twist et al., 2004). Worldwide, people are increasingly communicating with others and entertaining themselves through electronic and digital media, such as radio, film, television, computers, and various hand-held communication devices. As Daley (2009, p. 25) points out,  “to be able to interpret and express oneself in the language of the screen, of sound and image, is arguably as important as being able to read and write an essay”.</p>
<p>Mills (2009) argues that providers of formal education have generally been slow to appreciate the role that visual literacy⎯screen-based literacy in particular⎯can play in learning situations. Teachers and school managers, she says, tend to view use of popular media in classrooms as a threat to their traditional pedagogical practice and as an unacceptable alternative to the written word, despite the fact that most students arrive at school with an established potential to engage with moving-image texts. According to Mills, many teachers see Hollywood feature films (unlike documentaries) as especially controversial teaching tools. She describes such resistance as a “word−image binary” (Mills, 2009, p. 6), a notion that she explains further:</p>
<p style="padding-left: 30px;">It cannot be denied that images dominate modernist and postmodernist culture. But in the mind/body split prevalent in our culture, words are widely thought to affect action. Words are sober⎯unlike images which are, or can be, exciting, giddy, emotional and physically affective. Underlying this connotation of unruliness is the widespread view that the image is inferior to the word (Mills, 2009, p. 7).</p>
<p>Furthermore some schools are “promoting normative ways of reading texts that may be disabling the very students they are trying to help” (Mills, 2009, p. 5). She advocates that the personal and everyday literacies associated with, for example, mobile communication devices that young people use should be incorporated as ‘springboards’ for engagement in academic tasks.</p>
<p>Dooley (2007) claims that teachers of literacy are challenged not only by increasingly diverse populations⎯diverse in terms of home background and ability⎯ but also by the continual development of wider interpretations of literacy and innovative text forms made possible by technological advances. Dooley, like Mills (2009), observes that traditional school literacy learning has privileged a narrow range of approaches that advantage some students but marginalize others. Kerkham and Hutchinson (2008) found that even teachers who acknowledge that new technologies and popular culture are powerful tools of engagement are wary of incorporating them into literacy programmes unless the decision to do is has sound pedagogical underpinnings.</p>
<p>Resistance is also being challenged by a growing body of literature extolling the use, particularly in the upper primary grades of schools, of rich instructional materials and methods that encourage critical analytical skills and enable transference from the kind of thinking fostered in literacy instruction to thinking that is integral to real-world experiences (see, for example, Daley, 2009; Kohn, 2008; Lankshear &amp; Knobel, 2003; Mills, 2009). Gallagher (2009) argues from the United States that many students are in desperate need of large doses of authentic reading and that 50% of reading in school should be recreational reading that includes newspapers, magazines, blogs, and websites. Ignoring the recreational side of reading is, he says, a recipe for ‘readicide’, which he defines as “the systematic killing of a love of reading, often exacerbated by the inane, mind-numbing practices found in schools” (Gallagher, 20009, p. 2).</p>
<p>Despite this documented resistance in formal educational contexts to screen-based literacy programmes (i.e., programmes that use film, television, computers, and/or other digital technologies), such initiatives are increasingly common in classrooms around the world.</p>
<p>The National Center for Technology Innovation and Center for implementing Technology in Education (2010) reports that using subtitled or close captioning from television and movies is an effective, motivating and engaging approach and can benefit a wide range of learners. For struggling or beginning readers, they conclude that reading speed, word knowledge, decoding, vocabulary acquisition, word recognition, reading comprehension and oral reading rates can all be enhanced through same language subtitling (SLS). Linebarger, (2001) also argues that the use of onscreen print in the form of captions is a meaningful and engaging context to extend word knowledge and comprehension, particularly for those students who are slow to develop and use the alphabetic principle or those who experience difficulty transferring comprehension skills from spoken to written language. In a study of 76 children who had just completed second grade, Linebarger reported that beginning readers recognize more words, read faster and allowed for a strong focus on central story elements when they viewed television with captions.</p>
<p>In India, where at least one third of the country’s population lacks functional literacy, Kothari and Takeda (2000) used same language subtitled (SLS) song programmes as a tool to improve reading. They found this practice effective in raising children’s reading because it motivated the children to sing along and learn the lyrics. More specifically, Kotahri and Takeda found that SLS more than doubled the percentage of children who became good readers and halved the percentage of those who remained illiterate. They concluded that the improvement in reading was “a subliminal by-product of widely popular entertainment” (Kotahri &amp; Takeda, 2000, p. 130). They also found that this tool allowed the reading skills learnt at school to be readily practiced at home, thereby (they assumed) enhancing the children’s reading ability.</p>
<p>Findings from studies on the effectiveness of using subtitles for second language learning (e.g. Danan, 2004; Koolstra &amp; Beentjes, 1999; Meyer &amp; Lee, 1995; Stewart &amp; Pertusa, 2004) suggest that such students can acquire vocabulary in a subsequent language when using subtitles while watching television. All of the researchers involved recommended ongoing investigation of use of subtitles for students whose home language differs from the one used in their schools. Danan (2004), having documented an increase in language comprehension among second language learners, concluded that using subtitles is a powerful pedagogical tool for second language users, providing that the learners are taught active viewing strategies. Stewart and Pertusa (2004) surveyed second language learners engaged in a study that involved watching and reading subtitled movies in formal educational settings. The participating students said they had gained benefit in respect of their reading and many reported that they had continued, after the study ended, using subtitles either all or some of the time when watching films.</p>
<p>In the light of the above review, a more substantial study on SLS using popular movies as part of a short-term enrichment programme was timely and appropriate.</p>
<p><strong><span style="color: #ff6600;">The AVAILLL programme</span></strong></p>
<p>AVAILLL uses a combination of image and word to foster comprehension and fluency in reading. The programme includes explicit literacy activities that interweave acquisition of literacy skills with watching movies (on DVDs), reading the subtitles on these movies, and (later) reading novels. Students ‘read-watch’ movies and complete a range of games and activities designed to keep them on track when reading the subtitles and therefore provides opportunity for purposeful and focused reading. Movies such as Hook (Spielberg, 1991), Holes (Davis, 2003) and Bridge to Terabithia (Csupó, 2007) and the accompanying novels form the basis for Part One of the programme. In addition March of the Penguins (Jacquet, 2005) is used to encourage visualization and oral fluency.</p>
<p>AVAILLL is delivered as a six-week unit that includes one hour of concentrated (focused) reading per day along with the variety of other activities, which students complete either individually or in pairs, groups, and teams. All activities are designed to target the key skill of reading comprehension; reading fluency, vocabulary exploration via dictionaries, and imagery (visualization). Some of the explicit teaching activities include:</p>
<ul>
<li>Surprise subtitles: Encouraging rapid reading through chunking of text</li>
<li>Next word hunt: Focussed vocabulary teaching</li>
<li>Take a dictionary to the movies: Extending word meanings</li>
<li>Fostering fluency: Providing an oral/written link and reading with phrasing and fluency</li>
<li>Read it-see it: Teaching visualization to extend comprehension and recall</li>
<li>A movie’s worth a hundred words: Building personal vocabulary knowledge</li>
</ul>
<p>The common feature of the programme in respect of reading both subtitled movies and books is the emphasis on the use of imagery; through read-watching, the students read it, see it, and so get it. According to Hibbing and Rankin-Erickson (2003), many reluctant and low-progress readers “see nothing” when they read because they are unable to create pictures in their mind. The researchers explain that continuous exposure to images on television, film, and other digital technologies create visual representations for the viewer, unlike traditional reading comprehension tasks, where readers have to draw on their own experiences to create the internal visual images that emanate from the text.</p>
<p>AVAILLL had its genesis when its developer, the late Dr. Alice Killackey, a teacher educator in science in the United States, discovered upon returning to the classroom that many of her first-year high school students did not have the reading skills in English to engage successfully in the study of science. She observed, however, their interest in, and deep comprehension of, visual media in science. This realization motivated her to develop a programme that would, she hoped, engage her students in highly focused reading by giving them opportunity to watch popular movies and simultaneously read the English subtitles of those movies. In an unpublished study of 387 students in their first year of high school, Killackey used The Group Reading and Diagnostic Evaluation (American Guidance Service, 2001) comprehension test to pre and post-test students after receiving the six-week programme. Overall, below average readers increased by an average of 2.16 years and average and above readers by .65 years. These outcomes inspired her to bring the programme to New Zealand, a country which she considered to have a worldwide reputation in literacy-based research and practice. The pilot study that Killackey undertook in New Zealand indicated that the greatest gains in reading literacy occurred for low-progress readers and boys from ethnic minorities (Parkhill &amp; Johnson, 2009). The results reflected those of her initial trials in the United States. Overall, the results indicated that the AVAILLL programme had a noticeable positive impact not only for students reading at a lower level than expected but also for average or higher-level readers. This heightened achievement along with the rich qualitative data derived from students’ evaluative comments at the end of the six-week programme informed the decision to go ahead with the much larger and more rigorous study the following year. AVAILLL is available at low cost to schools and includes a teacher’s guide, the six-week programme guide and the appropriate DVDs. It was never intended to be a large-scale commercial literacy programme but one that targeted schools concerned with the level of reading achievement.</p>
<p>We were cognizant, moreover, that gains for older students via short-term interventions are difficult to locate in the literature. We were also mindful of Paris’ (2009) caution that it is very hard to change achievement in comprehension and vocabulary acquisition in two months at the upper primary level of the school  (10-13 years), and so were keen to analyze data using both quantitative and qualitative methods.</p>
<p>In 2009, a three-member New Zealand-based research team (Parkhill, Bates, and Johnson) decided to investigate if a larger experimental study could provide enough evidence to position AVAILLL as a short-term enrichment programme that would assist in raising reading levels and reading engagement in the upper primary (elementary) school. There is much evidence (see below) that effective reading programmes at this level of the school require teacher knowledge of literacy processes and that, regardless of reading level, teachers plan explicit instruction around text, with vocabulary knowledge and comprehension strategies recognized as two key areas. Prompting and questioning for metacognitive strategies, fostering critical reading literacy approaches through use of authentic discussion about text, and making connections to the students’ life experiences are all hallmarks of effective practice (Lai et al., 2009; Pressley, 2006; Taylor et al., 2002).</p>
<p><strong><span style="color: #ff6600;">Method</span></strong></p>
<p>We employed both quantitative and qualitative methods of data collection: using the former to explore numerical trends in achievement in vocabulary acquisition and reading comprehension and engagement; and using the latter to gather participating students’ personal responses to the programme. Given the relationship between achievement and engagement in reading (Gay, Mills, &amp; Airasian, 2006), and because we considered that this mixed methodology approach would allow us to investigate more fully the effectiveness of the programme, we apportioned equal weighting to both approaches.</p>
<p>We invited six urban schools to take part in the study. None of these schools was familiar with AVAILLL. Three of the schools were intermediate schools (these schools cater for Year 7 and Year 8students only) and the other half were full primary schools (catering for Year 1 through to Year 8 students). According to the New Zealand Ministry of Education’s decile ratings (Ministry of Education, 2010), all six schools were in the mid-decile range, that is, four to six (deciles provide a measure of socioeconomic status, where 1 is the lowest level and 10 is the highest).</p>
<p>Each school nominated three comparable classes of Year 7 and/or Year 8 students of mixed ability to participate in the study. The groups’ baseline data was compared using a one-way analysis (ANOVA). There were no significant differences between the groups on the initial testing. Each class was randomly assigned to one of three groups:  Experimental Group A, Experimental Group B, and Control Group C. The teachers of these classes attended a one-day training session to become familiar with the AVAILLL programme by experiencing many of the activities as learners themselves. During the day, we explained the research project to the teachers and discussed with them the methods we would be using. The research design was described in full with roles clearly defined</p>
<p>Each of the three members of our research team assumed responsibility for two schools and administered a pre-test to the selected classes in those schools. The pre-test comprised measures of reading comprehension and vocabulary from the Progressive Achievement Test (PAT) 4 (Darr et al., 2008). PAT tests are developed and standardized for New Zealand schools, and so allow teachers to determine the level of achievement of their students relative to the achievement of students in the same level in Years 4 to 10. The revised PAT in reading includes both narrative and factual texts and assesses both literal and inferential comprehension. Each passage is approximately 100 to 300 words in length and is followed by questions that have four or five possible responses. The vocabulary test contains a question focused on a key word that is presented in bold in a short sentence. The task is to select a synonym from five possible alternatives that best represents this word. The developers claim that the words selected represent the “10,000 most frequently used word families in the English language” (Darr et al., 2008, p. 11).</p>
<p>During the six weeks of the intervention, Experimental Group A received the full Part One AVAILLL programme. One example of the activities outlined previously is “Take a Dictionary to the Movies”. This has proved to be one of the most popular activities as reported by the student participants. Before viewing the allocated section of the movie, the teacher organises the students into groups of five with one dictionary per team. Each student on the team is coded with a letter – A, B, C, D or E with the E’s being the most capable students with a dictionary and the A’s being the least. (This allows for a balance of ability within each team). The movie is paused on a pre-planned subtitle containing a challenging word. The teacher calls out which team member participates for that round – for example “All Student C’s compete!” Student C’s access the team dictionary, look up the word then call out the page number within the dictionary. The first team to do so earns 10 points. The points gained increase each teammate’s score on the vocabulary quiz. This is filled in on to a prepared grid after the day’s section of the movie is completed, along with the description of the word and its meaning in context.</p>
<p>Another example is “Read It – See  It”. This literacy activity promotes individual reading with imagery so that the purposeful reading comprehension of academic texts throughout the student’s education may become a lifelong and valuable skill. The teacher informs the students they will learn a technique in which they make pictures in their mind (visualization) to increase what they understand when reading. For example, having previously viewed and completed activities based on The March of the Penguins, the students read a selection entitled, “Arctic Polar Bears and Global Warming”. First, the students read a short section containing four sentences. The students let an image pop into their minds and they briefly sketch those images on a prepared sheet. The process then continues paragraph by paragraph with the students reading and making one sketch each time. Words are never written in this activity, only pictures. When the selection is completed the teacher runs a ‘visiting quiz’ where the student is asked to recall and explain what any of the sentences or paragraph sections is about according to their sketch.</p>
<p>Experimental Group B classes watched the movies with subtitles on for the same period of time as did the Experimental Group A AVAILLL classes. The researchers prepared separate packs of the movies with a precise timing guide list for the sessions of movie viewing. Within the hour, movie watching of subtitles would typically occupy 20-30 minutes. For example; Session 18: Movie: Bridge to Terebithia  &#8211; Start 00:04 – Finish 22:08. Unlike the Experimental A classes who stopped at sections within the timeframe for the target literacy learning activity, in this case Take a dictionary to the movies, the Experimental B groups viewed the movie for the proscribed number of minutes without any discussion or follow-up.</p>
<p>The control group received the normal New Zealand classroom literacy programme which included shared and guided reading approaches and other literature-based such as group novel studies. New Zealand teachers enjoy a degree of autonomy of choice in the selection of instructional reading methods and therefore the practices varied across the control classes.</p>
<p>The teachers worked independently of the researchers over the six-week period. At the end of this time, we post-tested the students using the comprehension and vocabulary measures of PAT 5. PAT reading comprehension and vocabulary have several comparable tests for Years 7 and 8 allowing students to complete different forms across different occasions.</p>
<p>We also asked Experimental Group A to respond in writing to four questions aimed to elicit descriptions of their experiences and reactions to AVAILLL, and whether or not they considered it had improved their reading. The questions were:</p>
<ol>
<li>How did you find the AVAILLL programme?</li>
<li>What was your favorite movie?</li>
<li>What was your favorite activity and why?</li>
<li>Do you think that there is anything from AVAILLL that you can use in your school work?</li>
<li>Do you think you have got better at reading? Tell us about it.</li>
</ol>
<p>The pre-test was administered to 448 students, of whom 234 were boys and 214 were girls. The numbers in each of the three groups included 156 in the experimental group, 140 in the group who watched subtitles without the AVAILLL activities, and 152 in the group receiving the normal class programme.</p>
<p>In order to measure for sustainability of achievement, we retested all Experimental Group A classes in comprehension and vocabulary near the end of the year (approximately seven months later). Unfortunately, because PAT 6 included normative data for Year 8 only, we could obtain sustainability data for the Year 8 students only. Also, we were unable to determine sustainability of results for students in Experimental Group B and Control Group C due to the schools’ desire for all students to participate in AVAILLL before the academic year concluded. These circumstances account for our having sustainability data for 73 Year 8 students only.</p>
<p>We used analysis of variance (ANOVA; significance level 0.05) to determine if the mean differences on the pre- and post-test PAT scale scores and stanines (a national reference sample divided into nine categories with stanines four, five and six representing where most students achieve) for each group were significant (this approach allows for the likelihood of differences between the samples being due to chance or sampling effects; Burns, 1997). A one-way between- groups analysis of covariance was conducted to compare the effectiveness of the three different teaching methods on vocabulary and comprehension scores. The outcome variable was the post-test measurement with teaching method as the independent variable and the respective pre-test score as a covariate. After adjusting for the pre-test score there was no significant difference between the three groups for any of the comprehension and vocabulary measures, summary details can be found in Table 4 (see below). Effect sizes are negligible.</p>
<p>We also used repeated measures of ANOVA to determine sustainability across the three assessment points. For sustainability, differences between the groups were not measured because our main aim was to assess the long-term effects solely for those who had received the AVAILLL programme.</p>
<p>We coded the students’ written responses to each of the five questions according to specific words or descriptions. We then categorized the responses under the headings positive response, negative response, and neutral response. These codings and categories were the same as those used in the earlier pilot studies of AVAILLL.</p>
<p><strong><span style="color: #ff6600;">Results</span></strong></p>
<p>We present the results first in relation to achievement, including sustainability over seven months, and second in relation to engagement, that is, the students’ responses (on the questionnaire) to the programme. Because of an outbreak of swine flu during the course of the study, many students were unavailable for the second phase of testing. We were unable to select another time to retest the absentee students due to the school year/holiday break. Numbers were reduced from 448 to 323, with a reduction of approximately 40 in each of the three treatment groups, as shown below in Table 2 (see below). In Experimental Group A, the number of participants dropped to 111; in Experimental Group B, the number dropped to 101. The number of participants in the control group dropped to 111.</p>
<p><em>Achievement</em></p>
<p>The students in Experimental Group A made gains in comprehension but so did the students in the control group (C) and those who watched subtitles without the associated teaching activities (Group B); see Tables 1 and 2. Overall, there were no statistically significant differences between the groups after six weeks of the AVAILLL programme.</p>
<p><strong><span style="color: #ff6600;">Table 1</span></strong>: Students’ pre-test and post-test achievement on PAT reading comprehension and vocabulary acquisition</p>
<p style="text-align: center;"><img class="aligncenter size-large wp-image-2143" title="1053_1" src="http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2011/12/1053_11-530x260.jpg" alt="1053_1" width="424" height="208" /></p>
<p><strong><span style="color: #ff6600;">Table 2</span></strong>: Students’ gains in PAT comprehension and vocabulary acquisition scores and stanines, by group</p>
<p style="text-align: center;"><img class="aligncenter size-large wp-image-2144" title="1053_2" src="http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2011/12/1053_2-530x154.jpg" alt="1053_2" width="424" height="123" /></p>
<p>A one-way between groups analysis of covariance was conducted to compare the effectiveness of the three different teaching methods on vocabulary and comprehension scores. The outcome variable was the post-test measurement with teaching method as the independent variable and the respective pre-test score as a covariate. After adjusting for the pre-test score there was no significant difference between the three groups for any of the comprehension and vocabulary measures, summary details can be found in Table 4 (see below). Effect sizes are negligible.</p>
<p><strong><span style="color: #ff6600;">Table 3</span></strong>: Analysis of Covariance results including  the effect size for the teaching method</p>
<p style="text-align: center;"><img class="aligncenter size-large wp-image-2146" title="1053_3" src="http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2011/12/1053_3-530x128.jpg" alt="1053_3" width="424" height="102" /></p>
<p>However, the Year 8 students (n = 73) in Experimental Group A continued to sustain progress over the six-month period following completion of the programme (see Table 3). By the end of the academic year, these students’ mean comprehension scale score had increased from 54.89 in the pre-test to 62.95, and the mean stanine score had increased from 4.12 to 5.45. The gain in the vocabulary scale score was from 55.91 to 60.54. The mean stanine score increased from 4.34 to 5.08.</p>
<p><strong><span style="color: #ff6600;">Table 4</span></strong>: Students’ PAT comprehension and vocabulary acquisition scores and stanines across all three testing phases</p>
<p style="text-align: center;"><img class="aligncenter size-large wp-image-2147" title="1053_4" src="http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2011/12/1053_4-530x351.jpg" alt="1053_4" width="424" height="281" /></p>
<p>The stanine scores for the PAT tests are based on national norms, and the expectation is that students remain on the same stanine if progress is made during the year. C. Darr (personal communication, 25 March 2010), one of the developers of the PAT tests, indicated that a group gain of 0.3 of a stanine over the period of a year is statistically significant.  McNaughton et al. (2009), in a large New Zealand study, spanning three years, of 8 to13-year-olds, reported an overall stanine gain of 0.97, representing a gain of approximately one year in addition to expected national progress. To achieve this result, gains of between 0.30 and 0.50 were achieved for each of the three years (Lai et al., 2009).  Therefore, in our study, a gain of 1.33 of a stanine for comprehension and 0.74 for vocabulary in seven months represented significant progress for this subgroup.</p>
<p>The AVAILLL programme began, for our students, in late May and ended in the first week of July. Although a substantial amount of other learning may have influenced the gains in both comprehension and vocabulary, it is also possible that the learning from the AVAILLL programme gained momentum as the year progressed. This is particularly plausible with the self-reported improvement (see below) in fluency. It should be noted that no professional development of teachers in literacy occurred during this period.</p>
<p><em>Engagement</em></p>
<p>164 students provided written evaluations of the programme when it ended. Not all of these students featured in the achievement data because of absences during one of the three phases of testing. The findings that emerged from the engagement data aligned very closely with those obtained in the earlier pilot studies (Parkhill &amp; Johnson, 2009).	For the purposes of this, we report the students’ responses to Questions 1, 4, and 5 only, as these three questions addressed levels of engagement.</p>
<p>When the 164 students were asked how they “found” the AVAILL programme, 90% of them gave a positive response, 8% a negative response, and 2% a neutral response. Many of the respondents used more than one adjective to describe how they felt about it. Therefore, the number of positive responses does not match the overall total response percentage of 90%.</p>
<p>Of the students who responded positively, 44% said the programme was fun and/or enjoyable, 33% thought it was cool and/or awesome, exciting, amazing, 32% said it was good or great and/or that they liked it. Just over 10% said it was interesting and/or entertaining. Of the students who gave a neutral response, 70% said AVAILLL was okay or alright. The 2% who rated AVAILLL negatively all deemed the programme boring.</p>
<p>Eighty percent of the 164 students considered that their reading had improved. Forty-three of these students mentioned greater fluency in reading or being more confident when reading aloud. Thirty said their comprehension had improved or that their reading ability had got better, commentary confirmed by these children’s test scores. The following quotes from the children’s questionnaire answers reflect these positive developments.</p>
<ul>
<li>[It] was fun because you got to watch and read at the same time.</li>
<li>[It’s good] because I look at the words and use my peripheral vision to see both at once and understand at the same time.</li>
<li>[H]eaps better than reading in a group and it’s fun reading.</li>
<li>You have to keep your eyes glued to the screen, and I reckon I have got better at reading.</li>
<li>[It’s good] because I tend to read books more often and I understand better.</li>
<li>[I know I have got better] because I can read fluently and not sound like a robot.</li>
<li>… when I read aloud to my Mum and Dad I don’t stutter as much and I’m more fluent.</li>
<li>I think that searching for sound effects is a great way to improve your vocabulary and find new adjectives and other words to use in stories and your report writing.</li>
<li>[The programme has been good] because when I read I normally miss paragraphs out, skim over them and miss the story, but now I don’t.</li>
<li>I now get pictures whilst reading and writing.</li>
</ul>
<p>The student who wrote this final response also commented on the usefulness of AVAILLL to his school work: “I will write better as I now get images in my head”.</p>
<p>Responses to Question 5 indicated a reported increase in students choosing to read in their out of school time. When giving reasons as to why the AVAILLL activities engaged them, the students mentioned the appeal of the competitive aspects, learning new words and dictionary skills, the challenge of memory, being able to read faster and more fluently, and building up of focus and concentration.</p>
<p><strong><span style="color: #ff6600;">Discussion</span></strong></p>
<p>Although the experimental groups and the control group all showed improvement in reading according to their scores on PAT tests over the course of the six-week AVAILLL programme, these findings may have been mediated by other factors. For example, the random selection of the teachers resulted in at least two of the most effective teachers (according to senior management) assigned to the control classes which may have accounted for the higher scores in that group.</p>
<p>However, the sustainability findings suggest that AVAILLL did have ongoing benefit. The results for the Year 8 students in all of the Experimental Group A classes showed improved stanine averages well beyond those expected over seven months of schooling (C. Darr, personal communication, 25 March, 2010; McNaughton et al., 2007). According to these researchers, when the number of students on the lower stanines shifts closer to the average or higher, the literacy ‘culture’ in classrooms is likely to be enhanced. This is because higher levels of reading skills among students free up teachers to focus more on extending comprehension and vocabulary through critical literacy approaches as well as fostering engagement through a more in-depth exploration of literature.</p>
<p>But again, we advise caution when considering this finding for the Experimental Group A Year 8 students. It would be unwise to attribute their sustained improvement solely to AVAILLL. Nevertheless, we can, when assessing the efficacy of this programme, take into consideration that the pedagogical principles underlying it, such as collaboration and contributing (group activities) along with critical thinking using language, symbols, and texts facilitated through engagement in popular media and new technologies are “capabilities people need in order learn, work, and contribute as active members of their community” (Ministry of Education, 2007, p. 11).</p>
<p>A positive correlation between students’ active engagement with learning tasks and academic achievement is reported frequently in research (e.g., Alverman, 2002; Guthrie &amp; Wigfield, 2000; King, 2002). Moreover, many commentators (e.g. Duke &amp; Pearson, 2002; Hattie, 2003; Johnston &amp; Costello, 2005; Ministry of Education, 2003, 2006, Pressley, 2006) maintain that an essential component of effective literacy pedagogy is that students are able to self-assess their current use and/or non use of comprehension strategies. Such authors contend that engaging in this process allows students to formulate their own goals and take ownership of learning. Student participants in this study are accustomed to such self-reporting as it is integral to New Zealand classroom programmes (Ministry of Education, 2007). Nearly all of the children who participated in the trial of the AVAILLL programme reported in the present study considered that their reading had improved and commented positively on the nature of the programme. One school principal who actively monitors literacy achievement within the school noted that he could identify the classes in his school where the AVAILLL programme was operating because of the intense engagement during the one hour of instructional time.</p>
<p>As we observed earlier in this article, researchers constantly search for motivating instructional approaches that will engage students in learning activities. For example, as Slavin et al. (2008, p. 22) observe, “… middle schoolers who haven’t mastered reading in their early grades may have no patience for materials and methods designed for younger children. They need instruction tailored to their interests and social situation”. Blanton, Wood, and Taylor (2007, p. 222) concur. They suggest that reading instruction today is not addressing the needs of many readers (adolescents, in particular) and “that alternative ways of thinking about instruction are needed to meet these needs”.</p>
<p>In their three-year case study in South Australia, where student interests and expertise were exploited using visual and computer-mediated technologies, Kerkham and Hutchinson (2008) reported gains in both literacy performance and engagement. The three key outcomes for discussion from their study, namely, engagement, entertaining/informing literacies, and enhancing collaboration, reflect not only the qualitative data revealed in the AVAILLL study but also key underlying principles and competencies in The New Zealand Curriculum (Ministry of Education, 2007). The AVAILLL programme provides a socially interactive learning context conducive with the key competencies in this document.</p>
<p>In a world that is increasingly defined by the internet, hypermedia, emailing, and text messaging and the multiple forms of texts that these allow, critical reading assumes a key role for success. Mills (2009, p. 12) argues that “we need to start by addressing the primacy of the word that underpins so much teaching and learning in literacy and … that it could lead to new ways for our students to learn how to consolidate their informally acquired skills in an image-based culture in the classroom and take this learning back to the community”. AVAILLL provides an additional enrichment to a balanced and effective programme. It is not a substitute for current programmes that are known to be effective for students, especially those in the upper level of the primary school where, as previously mentioned, interest and achievement in reading tends to wane or plateau, but it does appear to add a depth of engagement for students that is rare.</p>
<p>The widening gulf and mismatch between out-of-school practices with popular culture texts and school print-based literacies may well assist to explain this reported disengagement and lessening of in achievement. We, along with others in recent literature, suggest that teachers need to acknowledge students as active participants in screen technologies and textual cultures and to capitalize on this expertise during learning contexts in a manner that encourages students to “engage critically with those textual practices” (Snyder &amp; Bulfin, 2008, p. 823). As King (2002, p. 520) says, “When students are provided with well structured activities designed to promote active viewing and involvement for making the most of learning opportunities from films, there is no doubt that DVD feature films are the most stimulating and enjoyable learning material for the e-generation”.</p>
<p><strong><span style="color: #ff6600;">Conclusion</span></strong></p>
<p>Our study did not produce the gains in achievement for the experimental groups relative to the control group that were evident in the earlier pilot studies. However, other outcomes warrant further investigation in an even larger and more robust assessment of AVAILLL. These outcomes include the improvement in the comprehension and vocabulary results over the school year for the experimental groups and the self-reported increase in reading fluency and improvement overall after only six weeks.</p>
<p>The self-reporting by students of fluency outcomes (reinforced by teacher anecdotal comments and observations) of the AVAILLL programme supports the current focus, particularly in the United States, on this critical component of reading that, according to Pikulski and Chard (2005), has been a neglected area.  We also note that despite little research reporting an increase in fluency as a result of independent reading engagement, there is much reporting of positive correlations between the amount students read, reading fluency, and comprehension levels.</p>
<p>Many of the social and technological changes over the last decade or more may have contributed to the decline in reading enjoyment described earlier in this article. AVAILLL, however, indicates a meaningful and motivating way of using digital technology to promote and support the development of reading. AVAILLL, through its integration of well-designed explicit teaching (Pressley, 2006; Taylor et al., 2002) and intrinsically motivating and seemingly effortless learning provision for ‘e-generation’ learners, appears to offer not only a reading-enhancement programme of a kind whose time has come but also a contribution to the growing scholarship positioning audiovisual and digital technologies as rich resources in pedagogical settings rather than as ‘mere mediums’ of entertainment.</p>
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<p>Parkhill, F., &amp; Johnson, J. (2009). An unexpected breakthrough for rapid reading improvement: AVAILLL uses movies so students read it, see it and get it. set: Research Information for Teachers, 1, 28−34.</p>
<p>Pikulski, J. J., &amp; Chard, D. J. (2005). Fluency: Bridge between decoding and reading comprehension. The Reading Teacher, 58(6), 510−519. Newark: International Reading Association.</p>
<p>Pressley, M. (2006). Reading instruction that works: The case for balanced teaching. New York: Guildford Press.</p>
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<p>Taylor, B. M., Peterson, D. S., Pearson, P. D., &amp; Rodriguez, M. C. (2002). Looking inside classrooms: Reflecting on the “how” as well as the “what” in effective reading instruction. The Reading Teacher, 56(3), 270−279.</p>
<p>Twist, L., Gnaldi, M., Schagen, I, &amp; Morrison, J. (2004). Good readers but at a cost? Attitudes to reading in England. Oxford: Blackwell.</p>
<p>Yelland, N. (2010). Multiliteracies and learning in a new age. In J. Fletcher, F. Parkhill, &amp; G. Gillon (Eds.). Motivating literacy learners in today’s world (pp. 133-146). Wellington: New Zealand Council for Educational Research.</p>
<p><strong><span style="color: #ff6600;">Biographical Statements</span></strong></p>
<p>Faye Parkhill is a senior lecturer in the School of Literacies and Arts in Education, College of Education, University of Canterbury. She comes from a background in teaching and research with particular interests in literacy underachievement. Recent research interests are in the new literacies field in relation to using digital technologies to engage adolescents in literacy learning.</p>
<p>Email: faye.parkhill@canterbury.ac.nz</p>
<p>Jilaine Johnson is a senior lecturer in the School of Literacies and Arts in Education, College of Education, University of Canterbury. Her research interests revolve around children’s literature and film usage in the classroom. Her current research interests within the field of children’s literature is the re-emergence of the spy novel as popular fiction for children and ecological science fiction in the 11 – 15   year range.</p>
<p>Jane Bates is a former lecturer in the School of Literacies and Arts in Education, College of Education, University of Canterbury. She is now working with students and teachers in schools to improve literacy practice and outcomes. Her continued role in governance in a large secondary school provides further insights into the needs of adolescent students.</p>
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		<title>Review of Key Competencies in the Knowledge Society Conference 2010: E-learning and computer competency research in the age of social media</title>
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		<pubDate>Wed, 14 Dec 2011 15:25:22 +0000</pubDate>
		<dc:creator>Christopher Walsh</dc:creator>
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		<category><![CDATA[International Federation for Information Processing World Computer Congress]]></category>
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		<category><![CDATA[Michael Nycyk]]></category>

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		<description><![CDATA[Michael Nycyk
 Published Online: December 15, 2011
Full Text: HTML,  PDF (864 KB)
In September 2010, I attended the Key Competencies in the Knowledge Society (KCKS) conference, held as part of the International Federation for Information Processing World Computer Congress (WCC) in Brisbane, Australia. The WCC is held every two years in a host nation and [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Michael Nycyk</strong><br />
<strong> </strong><strong>Published Online: December 15, 2011</strong><br />
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<p>In September 2010, I attended the Key Competencies in the Knowledge Society (KCKS) conference, held as part of the International Federation for Information Processing World Computer Congress (WCC) in Brisbane, Australia. The WCC is held every two years in a host nation and was organised by the Australian Computer Society. The uniqueness of this conference is the mix of commercial and corporate sectors, non-profit organisations, government departments, schools and academic researchers from many countries who present academic and commercial research.</p>
<p>My key observation of the conference was that social media and technological devices are educational tools now becoming indispensable for learning and acquiring information and knowledge. With the large array of Web 2.0 tools currently in existence students are now authors of content in their learning (Gray et al., 2010). The issue of how to develop competent skills to use Web 2.0 tools in this fashion was the central concern of the researchers at the conference.</p>
<p><span style="color: #ff6600;"><strong>Understanding and Defining Key Information Technology Competency Skills</strong></span></p>
<p>A core theme at the conference was how to teach computer skills effectively, especially internet and Web 2.0 use skills, to a growing audience of students, some of them first-time information technology users. Newer users included older adults over 50 years of age (Nycyk &amp; Redsell, 2010), teachers unfamiliar with information technologies (Carvalho, 2010) and high school students with learning or personal life difficulties (Jones &amp; Wilkie, 2010). All these studies aimed to maximise the user’s chances for developing key information technology competencies to continue learning in the fast emerging digital education environment.</p>
<p>Digital divide literature recognises not just computer access inequality issues, but skill training issues such as the ability to acquire digital literacy with supportive training (The Smith Family, 2008) which give the user the necessary social support when undertaking computer skilling (Buré, 2006) and the ability to select and use internet information in a critical and discerning way to assess its relevance to the user’s goals (Van Dijk &amp; Hacker, 2003). Presenters recognised these themes and reported on different strategies for continuing digital literacy acquisition through computer skills education. For example both Leahy and Dolan (2010) and Dörge (2010) theorised that while—because it is constantly changing—it is difficult to clearly define digital literacy, it is possible to map a skills set that is currently needed by all students using computers for digital learning.</p>
<p>Leahy and Dolan (2010) argued that to take advantage of the knowledge society and achieve what is termed ‘eInclusion’, a set of competencies should be available to be learnt, in this case, by European citizens. They highlighted the link between digital literacy, competency and social exclusion. If citizens do not learn computer skills a gap can develop that will disadvantages citizens if this means that they cannot effectively use digital technologies. Social exclusion is a lack or denial of resources and an inability to participate in activities that are available to others (Age Concern, 2010).  The ability to access educational resources is a crucial element of social inclusion. The following skills are those required identified by Leahy and Dolan (2010, p 218) as a minimum to participate in a digital environment:</p>
<ul>
<li>Searching for information, locating it and identifying valid information;</li>
<li>To know how to connect to any type of internet network;</li>
<li>Send emails, reply to emails and send attachments;</li>
<li>Have an awareness of security and ethical issues in using computer technology;</li>
<li>Using hardware such as printers, MP3 players and new devices to come; and</li>
<li>The importance of accessing and using any learning resources on networks.</li>
</ul>
<p>Dörge (2010) asked how do society and technology educators define what are the skills, competences and qualifications that are required to be included? She co-presented a second paper with Diethelm that illustrated the complexity of designing digital education and argued that the context of the material, what is being learnt and how it is being learnt, should inform the understanding and definition of competency (Diethelm &amp;  Dörge, 2010).</p>
<p>This part of the conference challenged the audience to consider the complexities of learning and assessing digital education competencies. How are digital educators going to measure what is meant by the acquisition of a skill? How will the learner be deemed competent to use it?</p>
<p><span style="color: #ff6600;"><strong>Issues in Using Social Media as Learning Tools</strong></span></p>
<p>The second major theme researchers presented was the ever-growing use of social media and Web 2.0 platforms in the digital education field. An abundance of literature shows how and why social media is used. However, the researchers presented studies that argued there is a case for integrating these platforms effectively into pedagogical contexts in order to disseminate information and support learning.</p>
<p>Twitter was suggested as a technology that can enhance learning by information finding and encouraging collaboration among students. Twitter was suggested as an example of a social media platform that “has also been instrumental in changing the way people exchange information, links and their engagement with social media in general” (Ebner et al., 2010, p. 103). As Twitter can function as an information or knowledge source it can link to vital and important research and knowledge—despite the otherwise short (140 character) messages. Their study suggested that conferences, where much information is shared, can have content shared with the wider community through Twitter comments and links. Though they argued it might be less useful for non-conference participants, the potential is there for sharing information which is yet to be fully researched and understood how this can be useful (Ebner et. al, 2010).</p>
<p>The second paper by this group of researchers gave a roadmap of how this platform can be used successfully in educational settings. Their argument rested strongly on showing how to behave on Twitter and how it is possible to build informal but potentially powerful learning and knowledge sharing networks. Their conclusion was that Twitter can effectively connect students to each other and to other experts and researchers in the students’ fields of study (Reinhardt, Wheeler and Ebner, 2010). The consensus in the discussions following this presentation was that microblogging (such as Twitter) should be viewed as a platform to stimulate discussions with a firm set of rules to operate in such an environment.</p>
<p>The use of Wiki Social Media Tool as a learning channel to support digital education was also discussed. The presentation by Krebs et al. (2010) critically evaluated the appropriateness of wikis and blogs for digital education. Their argument took a different approach because the wiki is often an informative and reflective tool. Their research demonstrated that the motivation of students to use wikis for learning was of key importance for the successful integration of wikis into classroom activities. They argued that if students are given clearl boundaries and the choice to design the wiki and information content themselves, then their motivation to contribute to the wiki  is higher.</p>
<p>Zammit (2010) conceptualized the wiki as a collaborative writing tool, but similarly argued that the construction of a wiki empowered students as they were able to choose the information content and how the wiki will be presented. Her research discussed how wikis had given primary school students in her study an opportunity to engage with social media responsibly and had provided opportunities for learning and collaboration. Zammit also reported how the primary school students involved in the wiki project had liked being able to add to the wiki at home or another location.</p>
<p>Digital educators are still exploring how to successfully use social media in classrooms and curriculum. It is clear that the tools exist to incorporate social media into pedagogical practice a constructive way. Yet, as this conference has demonstrated, what is lacking are social frameworks and boundaries such as personal etiquette to guide the way users behave in this collaborative environments.</p>
<p>One presentation also dealt with a key issue that is often ignored or sidelined in discussions of social media in educational contexts—the level of proficiencies with social media that was required before undertaking the learning. In Judd, Kennedy and Cropper’s (2010) study of the use of wikis in classrooms, the wiki technology was only introduced after a considerable amount of time was spent designing how the wiki would be used. They reported that support was given before and during the wiki assessment. This meant the students were accustomed to the new technology before submitting their assessment.</p>
<p><span style="color: #ff6600;"><strong>Designing Effective Information Systems to Support Digital Education</strong></span></p>
<p>Other presenters focused on issues concerning how existing information technology systems can be improved—and new ones created—to support digital education. An area of growing concern is a shift towards undertaking formal course exams by computer rather than paper and pen written exams and what systems can support a fair and equal written exam process. Although e-learning assessment has become common place e-exams pose a challenge to traditional assessment practices.</p>
<p>A comprehensive study by Fluck (2010) covered the trial of e-examinations in Tasmania, Australia comprehensively. The paper covered the barriers to acceptance of this type of assessment and the problems that it may face in the exam room (for example, the constant typing may be a distraction to the candidate). Fluck argued that to support the e-examinations the available infrastructure must be flawless and efficient, even technical problems as minor as a server issue might require students to retype lost work. The use of USB sticks which have the required software and questions was one innovative solution that was put forward to ensure e-examinations were carried out correctly.</p>
<p>It was recognised that the importance of digital education was still not universally recognised and supported. For example, Hadjerrouit (2010) noted that digital literacy resources still meet with some resistance from teachers in the classroom environment. Such resources, such as electronic textbooks for reading and wiki’s for information sharing, can be complex to implement as teachers struggle to learn how to use the systems the resources are embedded in. This theme of digital education systems management was discussed by Tarrago and Wilson (2010). Their overall argument is leadership is a key component in encouraging acceptance of digital education systems worldwide.</p>
<p>Conclusions of Conference and Implications for Digital Education</p>
<p>The KCKS conference had one overarching message; the area of e-Learning and digital education is moving and expanding rapidly, yet educators in these fields are still learning how to develop and manage these systems. All the presentations concerned themselves with how to use and improve what is currently on offer in digital environments. It is not a matter—as one audience member pointed out—of being <em>forced</em> to use social media or digital resources. Certainly the benefits of mastering such resources bring positive results such as social inclusion in a networked word and the ability to learn further skills as society and one’s own needs change. This research reported on at KCKS suggests digital education researchers and practitioners have a important role in establishing the legitimacy of the learning and literacy potentials of everyday digital technologies—a positive take-away message from the four-day conference.</p>
<p>The implications of the presentations all pointed towards the fact that education researchers and teaching professionals are only beginning to understand the consequences of using technological systems in any educational institution or learning setting, formal or informal. In a previous review in this journal, Gurmit Singh (2009) called for a need to understand the broader social concerns such as how e-learning can drive education toward social equality. At the KCKS conference presenters tended to focus on the micro-detail of their research projects. However, a large number of presentations also substantively addressed the inequalities learners may encounter through age, illness, illiteracy, income levels and learning difficulties.</p>
<p><strong> </strong></p>
<p><span style="color: #ff6600;"><strong>Summary </strong></span></p>
<p>The key lesson emerging from the conference for digital educators and those using digital technologies is that the generally fast-paced uptake will continually bring new challenges and problems. These will require researchers and practitioners to explore how to use such resources and systems responsibly to create socially inclusive learning environments. The latter point was addressed positively, and many strategies for introducing digital education in contexts where educational inequalities exist were put forward and discussed. There is much work to do to in this area but the KCKS conference demonstrates that this process is now being considered and addressed.</p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><span style="color: #ff6600;"><strong>References</strong></span></p>
<p><strong> </strong></p>
<p>Age Concern. (2010). <em>What is Social Exclusion</em>? Retrieved from: <a href="http://www.ageconcern.org.uk/AgeConcern/social_inclusion_what.asp">http://www.ageconcern.org.uk/AgeConcern/social_inclusion_what.asp</a></p>
<p>Buré, C. (2006). Digital inclusion without social inclusion: The consumption of ICTs within homeless subculture in Scotland. <em>The Journal of Community Informatics,</em>1(2), 116-133.</p>
<p>Carvalho, A. (2010). ICT in teacher education: Developing key competencies in face-to-face and distance learning. In N. Reynolds &amp; M. Tursanyi-Szabo (Eds.). <em>Proceedings of the key competencies in the knowledge society: IFIP TC 3 International Conference, KCKS 2010</em> (pp. 23-34). Held as Part of <em>WCC 2010</em> Brisbane, Australia held on September 20-23, 2010. Brisbane: Springer.</p>
<p>Diethelm, I. &amp; Dörge, C. (2010). From context to competencies. In N. Reynolds &amp; M. Tursanyi-Szabo (Eds.). <em>Proceedings of the key competencies in the knowledge society: IFIP TC 3 International Conference, KCKS 2010</em> (pp. 67-77). Held as Part of <em>WCC 2010</em> Brisbane, Australia held on September 20-23, 2010. Brisbane: Springer.</p>
<p>Dörge, C. (2010). Competencies and skills: Filling old skins with new wine. In N. Reynolds &amp; M. Tursanyi-Szabo (Eds.). Proceedings of the key competencies in the knowledge society: IFIP TC 3 International<em> Conference, KCKS 2010 </em>(pp. 78-89)<em>. Held as Part of WCC 2010</em> Brisbane, Australia held on September 20-23, 2010. Brisbane: Springer.</p>
<p>Ebner, M., Mühlburger, H., Schaffert, S., Schaffert, S., Schiefner, M., Reinhardt, W. and Wheeler, S. (2010). Getting granular on Twitter: Tweets from a conference and their limited usefulness for non-participants, In N. Reynolds &amp; M. Tursanyi-Szabo (Eds.). <em>Proceedings of the key competencies in the knowledge society: IFIP TC 3 International Conference, KCKS 2010</em> (pp. 102-113). Held as Part of <em>WCC 2010 </em>Brisbane, Australia held on September 20-23, 2010. Brisbane: Springer.</p>
<p>Fluck, A. (2010). eExaminations development and acceptance. In N. Reynolds &amp; M. Tursanyi-Szabo (Eds.). <em>Proceedings of the Key Competencies in the Knowledge society: IFIP TC 3 International Conference, KCKS 2010</em> (pp. 126-135). Held as Part of <em>WCC 2010</em> Brisbane, Australia held on September 20-23, 2010. Brisbane: Springer.</p>
<p>Gray, K., Thompson. C., Sheard. J., Clerehan, R., and Hamilton, M. (2010). Students as Web 2.0 authors: Implications for assessment design and conduct. <em>Australasian Journal of Educational Technology</em>, 26(1), pp. 105-122.</p>
<p>Hadjerrouit, S. (2010). A theoretical framework to foster digital literacy: The case of digital leaning resources. In N. Reynolds &amp; M. Tursanyi-Szabo (Eds.). <em>Proceedings of the key competencies in the knowledge society: IFIP TC 3 International Conference, KCKS 2010</em> (pp. 144-154). Held as Part of <em>WCC 2010</em> Brisbane, Australia held on September 20-23, 2010. Brisbane: Springer.</p>
<p>Jones, A. &amp; Wilkie, K. (2010). A teachers’ perspective of interacting with long-term absent students through digital communications technologies. In N. Reynolds &amp; M. Tursanyi-Szabo (Eds.). <em>Proceedings of the Key Competencies in the Knowledge Society: IFIP TC 3 International Conference, KCKS 2010</em> (pp. 187-192). Held as Part of <em>WCC 2010</em> Brisbane, Australia held on September 20-23, 2010. Brisbane: Springer.</p>
<p>Judd, T., Kennedy, G., &amp; Cropper, S. (2010). Using wikis for collaborative learning: assessing collaboration through contribution. <em>Educational Technology</em>, 26(3), pp. 341-354.</p>
<p>Krebs, M., Schmidt, C., Henninger, M., Ludwig, M., &amp; Müller, W. (2010). Are wikis and weblogs an appropriate approach to foster collaboration, reflection and students’ motivation? In N. Reynolds &amp; M. Tursanyi-Szabo (Eds.). Proceedings of the <em>Key Competencies in the Knowledge Society: IFIP TC 3 International Conference, KCKS 2010</em> (pp. 200-209). Held as Part of <em>WCC 2010 </em>Brisbane, Australia held on September 20-23, 2010. Brisbane: Springer.</p>
<p>Leahy, D. &amp; Dolan, D. (2010). Digital literacy: A vital competence for 2010? In N. Reynolds &amp; M. Tursanyi-Szabo (Eds.). <em>Proceedings of the Key Competencies in the Knowledge Society: IFIP TC 3 International Conference, KCKS 2010</em> (pp. 210-219). Held as Part of <em>WCC 2010 Brisbane</em>, Australia held on September 20-23, 2010. Brisbane: Springer.</p>
<p>Nycyk, M. and Redsell, M. (2010). Making computer learning easier for older adults: A community study of tuition practices. In N. Reynolds &amp; M. Tursanyi-Szabo (Eds.). <em>Proceedings of the key competencies in the knowledge society: IFIP TC 3 International Conference, KCKS 2010 </em>(pp. 292-300)<em>. </em>Held as Part of<em> WCC 2010</em> Brisbane, Australia held on September 20-23, 2010. Brisbane: Springer.</p>
<p>Reinhardt, W., Wheeler, S. and Ebner, M. (2010). All I need to know about Twitter in education I learnt in kindergarten. In N. Reynolds &amp; M. Tursanyi-Szabo (Eds.). <em>Proceedings of the key competencies in the knowledge society: IFIP TC 3 International Conference, KCKS 2010</em> (pp. 322-332). Held as Part of <em>WCC 2010 Brisbane</em>, Australia held on September 20-23, 2010. Brisbane: Springer.</p>
<p>Singh, G. (2009). Review of IADIS e-Learning Conference 2009. <em>Digital Culture and  Education</em>, 1(2), Retrieved from: <a href="../../../../../../volume-1/review-of-iadis-e-learning-conference-2009/">http://www.digitalcultureandeducation.com/volume-1/review-of-iadis-e-learning-conference-2009/</a></p>
<p>Tarragó, F. &amp; Wilson, A. (2010) Educational management challenges for the 21st century. In N. Reynolds &amp; M. Tursanyi-Szabo (Eds.) (2010): <em>Proceedings of the key competencies in the knowledge society: IFIP TC 3 International Conference, KCKS 2010 </em>(pp. 389-400). Held as Part of <em>WCC 2010 Brisbane</em>, Australia held on September 20-23, 2010. Brisbane: Springer.</p>
<p>The Smith Family. (2008). Digital Literacy: Connecting Communities through Technology. Retrieved from: <a href="http://www.thesmithfamily.com.au/webdata/resources/files/85th_birthday_Digital_Literacy.pdf">http://www.thesmithfamily.com.au/webdata/resources/files/85th_birthday_Digital_Literacy.pdf </a></p>
<p>Van Dijk, J. &amp; Hacker, K. (2003). The Digital Divide as a Complex and Dynamic Phenomenon. <em>The Information Society</em>, (19), 315-326.</p>
<p>Zammit, K. (2010). Working with wikis. Collaborative writing in the 21st century. In N. Reynolds &amp; M. Tursanyi-Szabo (Eds.). <em>Proceedings of the key competencies in the knowledge society: IFIP TC 3 International Conference, KCKS</em> 2010 (pp. 447-455). Held as Part of<em> WCC 2010</em> Brisbane, Australia held on September 20-23, 2010. Brisbane: Springer.</p>
<p><span style="color: #ff6600;"><strong>Biographical Statement</strong></span></p>
<p>Michael Nycyk is a Brisbane-based independent researcher and is a Master of Internet Communications student at Curtin University of Technology, Perth, Australia. His principle interests are in the fields of electronic learning, older adults’ uses of technology to overcome the digital divide and identity issues in Web 2.0 Platforms. He can be contacted at <a href="mailto:michael.nycyk@gmail.com">michael.nycyk@gmail.com</a></p>
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		<title>Learning as becoming through performance, play, and dialogue: A model of game-based learning with the game Legends of Alkhimia</title>
		<link>http://www.digitalcultureandeducation.com/uncategorized/dce1044_chee_2011_html/</link>
		<comments>http://www.digitalcultureandeducation.com/uncategorized/dce1044_chee_2011_html/#comments</comments>
		<pubDate>Wed, 14 Dec 2011 15:10:36 +0000</pubDate>
		<dc:creator>Christopher Walsh</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[becoming]]></category>
		<category><![CDATA[dialog]]></category>
		<category><![CDATA[habitus]]></category>
		<category><![CDATA[identity]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[play]]></category>
		<category><![CDATA[PPD model]]></category>
		<category><![CDATA[pragmatism]]></category>
		<category><![CDATA[role-taking]]></category>

		<guid isPermaLink="false">http://www.digitalcultureandeducation.com/?p=2173</guid>
		<description><![CDATA[Yam San Chee
 Published Online: December 15, 2011
Full Text: HTML,  PDF (536 KB)
Abstract
 
Thomas and Brown (2007) suggest that games and virtual worlds allow play and learning to merge, enabling “learning to be” rather than “learning about”. In this context, I address the challenge of designing game-based learning to enact a pedagogy of ‘learning [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Yam San Chee</strong><br />
<strong> </strong><strong>Published Online: December 15, 2011</strong><br />
<strong>Full Text: <a href="http://www.digitalcultureandeducation.com/uncategorized/dce1044_chee_2011_html/" target="_blank">HTML</a>,  <a href="http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2011/12/dce1044_chee_2011.pdf" target="_blank">PDF</a> (536 KB)</strong></p>
<p><span style="color: #ff6600;"><strong>Abstract</strong></span></p>
<p><strong> </strong></p>
<p><em>Thomas and Brown (2007) suggest that games and virtual worlds allow play and learning to merge, enabling “learning to be” rather than “learning about”. In this context, I address the challenge of designing game-based learning to enact a pedagogy of ‘learning as becoming’ in classroom contexts. I argue that the theory of human information processing fails to provide a tenable account of human learning. I propose a pragmatist notion of education that foregrounds experience and inquiry to provide an alternative foundation for envisioning education today. I then draw on social theory to provide a theoretical framing for game-based learning design. I instantiate this framing via the Performance–Play–Dialog (PPD) Model and argue in favour of a shift to performance as a key construct for framing human learning. I illustrate the PPD Model using the game Legends of Alkhimia, a multiplayer game addressing the chemistry curriculum in lower secondary school.</em></p>
<p><span style="color: #ff6600;"><strong>Keywords</strong>:</span><em> </em>learning, becoming, performance, play, dialog, identity, role-taking, habitus, pragmatism, PPD model</p>
<p><span style="color: #ff6600;"><strong>Introduction</strong></span></p>
<p>There is widespread general interest in the use of games for learning (for example, Ellis et al., 2006; Sandford &amp; Williamson, 2005) and the relation between game attributes and learning outcomes (Wilson et al., 2009). In the journal <em>Games and Culture</em>, Thomas and Brown (2007) explicitly suggest that massively multiplayer online games provide a fundamentally different way of thinking about learning—characterized as “learning to be”—compared to traditional modes of instruction that address “learning about”. There appears to be an implicit plea for a shift in pedagogical practice to one that would better leverage the unique affordances of such online gaming environments that might better serve the needs of students today. In the field of science education, in particular, Roth and Tobin have been particularly vocal, cogent, and urgent in their articulation of the vital need to include considerations of being and identity in students’ learning of science (see, for example, Roth, 2006; Roth &amp; Tobin, 2007).</p>
<p>There appears to be little response so far to Thomas and Brown’s plea. While recent work by Kafai and colleagues (Kafai, 2010; Kafai, Quintero, &amp; Feldon, 2010) makes interesting connections that explore student identity related issues in tween virtual life, the orientation toward learning remains one of “learning about”. This orientation is evident in the descriptions that Kafai (2010, p. 11) gives of several single player science games in the <em>Whyville</em> (Numedeon, 1999) online environment. <em>Spin Lab</em> is described as being for a player to “learn about momentum, rotational velocity, and inertia”. <em>GeoDig</em> is a game where “players can learn about different rock origins”. <em>Rocket Design</em> is a game where “players learn about velocity, acceleration, and graphing”. Even the collaborative science game, <em>Solstice Safari</em>, is described as one that “teaches [students] about the Earth’s position in relation to the Sun, notions of time (days, years) and seasons, temperature, and geography (latitude and longitude)”. This emphasis on “learning about” subject content may well arise from the requirements of school curricula and the demands of standardized testing. However, the emphasis on “learning about” merely manifests the legacy of a Kantian and Cartesian heritage that detaches knowing from the material world, including the body, and considers knowledge structures to be abstractions from experience, including the emotions (Roth, 2006). Such a perspective fails to acknowledge and account for the reasons humans have for the actions they take and the personal agency that drives human investment in the learning process. Freed from the constraints of “learning about,” however, how might we design for effective game-based learning that is more deeply educative in nature?</p>
<p>In this paper, I respond to Thomas and Brown’s interest in “learning to be.” I seek to address what it would mean to design an immersive, interactive, multiplayer game to support a pedagogy based on <em>learning as becoming</em> (Chee, Loke, &amp; Tan, 2009). My work takes place in the context of funded research directed toward the development and evaluation of innovative technology-enhanced pedagogies that incorporate new media literacies in classroom learning. I approach this task by adopting Dewey’s approach of fostering learning <em>as</em> inquiry (Biesta &amp; Burbules, 2003; Dewey, 1938/1991). The position that I take is inherently values based. This value system is rooted in American pragmatism, which traces its roots to Peirce, James, Dewey, and Mead.</p>
<p>The remaining sections of the paper proceed as follows. In the next section, I critique the cognitivistic mode of understanding human cognition that has led to viewing how people learn predominantly in terms of content acquisition and attempts at re-presentation of content. Having identified the flaws of the cognitivist paradigm, I draw upon the philosophy of pragmatism to establish an alternative foundation for conceiving of learning in the context of education in the age of new literacies. Next, I draw inspiration from the ideas of Dewey, Mead, and Bourdieu to provide a dialectical account of learning rooted in the interdependency between the individual—self—and the social—society.<sup>1</sup> Building on the ideas of Dewey, Mead, and Bourdieu allows me to reframe learning not as “learning about” but as a process of becoming: a perspective on learning that finds resonance with approaches such as situated learning (Lave &amp; Wenger, 1991), communities of practice (Wenger, 1998), and discourse as constitutive of becoming (Roth, 2010). This reconstruction then allows me to ground game-based learning on the central construct of <em>performance</em>, as explicated by the Performance–Play–Dialog Model. I concretize this model with a case example based on <em>Legends of Alkhimia</em>, a multiplayer game for lower secondary school chemistry, before concluding the paper.</p>
<p style="text-align: left;"><span style="color: #ff6600;"><strong>How People Learn: Is Human Information Processing the Answer?</strong></span></p>
<p><strong> </strong></p>
<p>There is widespread acceptance that thinking, reasoning, and problem solving arise from human information processing (Bransford, Brown, &amp; Cocking, 2000). This belief is grounded in <em>cognitivism</em> (Still &amp; Costall, 1991), the term used to refer to the computational paradigm of cognitive psychology and its associated computational theory of mind that arose in the mid-20th century. Based on the metaphor of the computer processor, human cognition is conceived of as following an input–process–output model. This model presupposes that cognitive processes are based on receiving information inputs (which may include sensory inputs), processing those inputs, and outputting information that results from processing back into the environment. On this view, cognitive processing usually entails mental processes of recognition and recall from memory, where memory is construed as a form of information storage.</p>
<p>Arising from the work of Newell and Simon (Newell, 1980; Newell &amp; Simon, 1976; Newell &amp; Simon, 1972), the mind is hypothesized as a physical symbol system that has all the necessary and sufficient means for general intelligent action. On this account, human mental function is a process of computation. As with the execution of software programs, the mind has a “cognitive architecture” (Anderson, 1983) that establishes the structures for “mental programs” to run. These programs run by executing “rules,” such as statements of If–Then conditions, upon “representations of knowledge,” such as semantic nets, schemata, and mental models (Johnson-Laird, 1983). In this manner, the study of cognition adopted a computational turn (Pylyshyn, 1984), and computer models of mind came into vogue (Boden, 1988). A corollary of the commitment to computation is that thinking is understood as the deliberate manipulation of mental representations, and thinking-as-computation focuses primarily on the truth value of symbolically expressed propositions (Holder, 1995).</p>
<p>The understanding of human cognition sketched above provides the foundation for cognitive science today. That understanding, however, raises many questions to which credible answers remain lacking. For example, how does sense data, entailing physical impulses of energy, become transformed into “information”? How does thinking relate to action? What is the relation between mental and physical phenomena? What is the role of emotions and values in thinking and how are they related? What is the role of experience in thinking? How is creative thinking possible? Is thinking a product of “mind”? If so, what is mind, and of what is it constituted?</p>
<p>Probing the intellectual climate that gave rise to the above ideas, we find that the seeds of a mechanistic understanding of cognition can be traced to two significant historical developments. First, the growth of the physical sciences from the seventeenth century onwards, together with the success of these disciplines, that led to the dawn of the Enlightenment, opening up the era of modernity and producing a slew of impressive technological successes. This period gave rise to a quest to pursue disciplines in such a manner that they would be able to withstand the new norms of scientific scrutiny. These norms were framed in terms of empirically grounded inquiry and causal explanations rooted in material bases; that is, materiality. Second, the field of epistemology was established based on the belief that it must be a foundational enterprise; that is, a rigorous discipline <em>prior</em> to any science so that epistemology could be used to check the truth claims of any alleged science. Epistemology would make clear “just what made knowledge claims valid, and what ultimate degree of validity they could lay claim to” (Taylor, 1995a, p. 2). In this way, epistemology would ensure the integrity of any scientific domain.<sup>2</sup></p>
<p>The above thinking, however, is itself rooted in two fundamental (mis)assumptions. First, it assumes the existence of an “inner” mental world and a separate “outer” physical reality. Second, it assumes that “true knowledge” is the correct representation of that independent “outer” reality. Both assumptions are flawed.</p>
<p>The first assumption of an “inner” mental world and an “outer” physical reality gives rise to ontological dualism and the classical mind-body problem. It reflects a “reflexive turn,” attributable to Descartes, where the seeker after science is directed “within,” to the “contents” of his own mind (Taylor, 1995a). This inward turn raises the question of what the “inner” world of mind is made of and how it works. There have been many attempts to provide a compelling answer, but as the argument between Pinker (1997) and Fodor (2000) demonstrates, there is no agreement to be found. While Pinker advocates a computational theory of mind “enhanced” by the theory of natural selection, Fodor argues that this “new synthesis” remains wanting because it fails to account for humans’ capacity for “higher mental processes” such as making a purchase decision. Philosophers have attempted to address the mind-body problem for decades, but they have not met with success (P. Churchland, 1988; Searle, 1984). No compelling and credible explanation has been proposed that can account for how human beings, constituted by material bodies, can come to possess the ability to think and to experience consciousness when all other known material substances show no like capacity for thinking and consciousness.3</p>
<p>The putative construction of “mind” arising from the ontological move above raises a concomitant question about the material basis of mind. Neuroscientists and neurophilosophers make the convenient assumption that mind is reducible to brain, but they have not been able to specify how this might be achieved. P. S. Churchland (1986), for example, argues that the inter-theoretic reduction she seeks is a relation between theories such that explanatory unification is achieved. Unable to provide an account of how cognitive and social psychology (as known and based inherently on “folk psychology”) might be reduced to brain states, she suggests that folk psychology may ultimately need to be overhauled: “If we see that folk psychology has no right to epistemological privilege, and no immunity to revision and correction, then we can begin to see that its generalizations and categories can be corrected and improved upon” (P. S. Churchland, 1986, p. 311). To strengthen the assumed reducibility of mind to brain, the hyphenated term “mind-brain” or a variant using a slash notation, “mind/brain”, has become popular. This attempt to force-fit a “science of mind” into the requirements of a materialist creed so as to banish “ghosts” and other homunculi (Edelman, 1992) from a respectable theory of mind has only served to expose the flaws embedded in dualist assumptions. In an incisive critique of cognitive science in general and neurophilosophy in particular, Coulter and Sharrock (2007) assert that both materialism and ontological dualism must be rejected. They show, through cogent argument, that adherence to materialist and dualist assumptions in respect of mind and brain arises from errors of <em>conceptualization</em> deeply intertwined with how everyday language is used. They argue that the claim that things are identical with what they are made of—the materialist assumption—is not a result of science but rather an idea inherited from the substance metaphysics of Aristotle. They further argue that it is not the part of neurophysiology, in particular, brain states, to inform us about peoples’ intentions, motives, conventional ways of doing things, the grammar of their languages, and their attitudes to things because such phenomena arise out of <em>social</em> forms of life and discourse—discursive practices—that bear <em>no necessary relation</em> to neurophysiology (Coulter, 2008). Consequently, looking solely to the brain for an explanation of the mind is erroneous and misguided. To understand intelligent adaptive human behaviour in situated contexts, it is necessary to appeal to alternative onto-epistemological foundations upon which to construct our explanations (Barad, 2003).</p>
<p>Returning to cognitivism and the computational theory of mind, the second assumption that “true knowledge” represents the assumed, independent “outer” reality is an epistemological claim. It presumes that mind is a mirror of nature (Gergen, 1999; Rorty, 1979). On this account, there is a one-to-one correspondence between the “in here” world of subjectivity and the “out there” world of objects. The words and language that we use to describe the world and events therein are assumed to have a direct correspondence with what takes place in the world. This latter stance, also known as the “correspondence theory of language” (Gergen, 1999), implicitly assumes that a human knower can stand outside of and apart from the world and account for what takes place in the world completely objectively. However, this is not possible. Classical epistemology approaches the problem in terms of the (independent) knower and the (objective) known. As Dewey and Bentley (1949) have shown, however, epistemology can only be approached in terms of <em>knowing,</em> an in-the-world process, and the known. As human observers, we are unable to detach ourselves from the world to view it from an objective third person standpoint. Rather, we are born <em>into</em> the world, and our observations of the world are always and unavoidably rooted in our learned experiences <em>in</em> the world. In short, we are always <em>part of</em> the world. Hence, there is no possibility of observing the world “objectively”.</p>
<p>Based on the above arguments, we claim that people do <em>not</em> learn by human information processing, in the sense advocated by the computational theory of mind. In taking ‘information’ as the elemental unit of processing, the cognitivist paradigm side steps the difficult issue of <em>meaning</em> associated with information because information is <em>assumed</em> to be inherently meaningful. Drawing in part on computing terminology related to “electronic data processing” and then “information processing,” the metaphoric understanding of cognition as information processing connotes the idea that the “data” in electronic data processing are “raw” and not very meaningful until they are processed, manipulated, and aggregated into a higher level form: meaningful information. Given that symbols processed by a computer have no inherent meaning in and of themselves and that the correspondence theory of language is not tenable, it follows that the human information processing paradigm of cognitive science is an inherently “meaning-less” theory of cognition; that is, it is meaning-free. Hence, the human information processing paradigm fails to explain human cognition in a way that addresses meaning and human meaning making. Instead, it avoids the issue. A theory that avoids dealing with meaning and with meaning construction cannot be a viable theory of human cognition. It is not tenable on both ontological and epistemological grounds.</p>
<p><span style="color: #ff6600;"><strong>Pragmatism as an Approach to Education</strong></span></p>
<p><strong> </strong></p>
<p>The philosophy of pragmatism originated in the United States around 1870. Peirce, James, and Dewey are typically regarded as the founders of this philosophy. The pragmatist stance may be exemplified by means of Peirce’s maxim: “Consider what effects, which might conceivably have practical bearings, we conceive the object of our conception to have. Then our conception of these effects is the whole of the object” (Peirce, 1878/1992, p. 132). Significantly, pragmatism may be understood as emerging out of a theory of <em>meaning</em> because there is no difference of meaning so fine that it cannot be detected in terms of a difference in terms of possible consequences. If the consequences of two conceptions are identical to an individual, then their meaning must be identical (Garrison &amp; Neiman, 2003).</p>
<p>Given the orientation toward consequences, a central aim of education based on pragmatism is to develop students’ capacity for effective action. For James, as well as Dewey, human needs, interests, and purposes are pre-eminent in thought and action. James insists: “My thinking is first and last and always for the sake of my doing” (James, 1890/2007a, p. 333). The etymology of pragmatism flows from the Greek word <em>pragma</em>, meaning act, deed, or affair, and pragmatists are most interested in action that can be socially regarded as intelligent.</p>
<p>Arising from a desire for organic unity and a grounding in the biological conception of psyche, the crucial idea connecting biological functioning with mental functioning for James is that of <em>habit</em> (Garrison &amp; Neiman, 2003). James argues that “[t]he great thing, then, in all education, is to <em>make our nervous system our ally instead of our enemy</em> . . . <em>For this we must make automatic and habitual, as early as possible, as many useful actions as we can</em> . . . The more of the details of our daily life we can hand over to the effortless custody of automatism, the more our higher powers of mind will be set free for their own proper work” (James, 1890/2007b, p. 122). Similarly for Dewey, fundamental dispositions are an important category of habits.</p>
<p>For both James and Dewey, thinking is a process that emerges from and is continuously controlled by <em>non-cognitive</em> levels of experience.4 These levels include emotion, habit, and imagination (Holder, 1995). James and Dewey reject cognitivistic models of thinking because such models over-strongly foreground “mental structures” at the expense of non-cognitive aspects of experience such as habits, values, and beliefs. For Peirce, a belief is an <em>embodied</em> habit of action evincing emotion. Peirce states that “[o]ur beliefs guide our desires and shape our actions . . . The feeling of believing is a more or less sure indication of there being established in our nature some habit which will determine our actions” (Peirce, 1887/1992, p. 114).</p>
<p>Reconstructing cognition from the perspective of pragmatism, thinking is viewed as a process situated inextricably in experience. Dewey argues that experience has as its basic pattern a two-way <em>transaction</em> of an organism and its environment. He was dissatisfied that modern theories of experience fail to carry the sense of doing (<em>poiein</em> or <em>praxis</em>) and being done to (<em>pathos</em>) that the concept had borne from the time of the ancient Greeks, and that it had become exclusively identified with what is intellectual and cognitive (Garrison, 1998). Transactions occur on a variety of interdependent levels, including social and physical levels. According to Dewey, experience involves embeddedness in a situational context that has structural complexity, and structural complexity invokes the qualitatively immediate features of experience such as emotions, feelings, and attitudes. Dewey distinguished between the “foreground” and the “background” in experience. The foreground in experience is that which holds our attention. The background is that part of the experiential situation that does not fall within the focus of attention, but it nevertheless provides a qualitative immediacy which is presupposed and unquestioned when we are thinking. There is no foreground without a background. Hence, there is always some presupposed implicit context in every act of thinking (Holder, 1995). Within the unity of the transactional act, meanings emerge through reflection on precognitive activities and feelings (Garrison, 1998).</p>
<p>Dewey argues that the origin of thinking arises in a feeling of perplexity or doubt in the non-cognitive background of embodied experience (Johnson, 1987, 2007). In the activation of thinking, the qualitative immediacy of experience is transformed from the level of feeling to a level where possibilities and connections are recognized. Such possibilities and connections are exploited at the cognitive level for use as ideas and plans of action. Even as cognitive events transpire, substantial portions of the non-cognitive dimensions of experience are retained, and they serve to regulate the thinking experience. The non-cognitive background provides the standards of <em>valuation</em> that are the habitual norms by which humans make judgments. Furthermore, every experience, cognitive or otherwise, is qualitatively pervaded with <em>emotion</em>, the basis of attitudes towards things. From the perspective of pragmatism, emotion provides a primary interpretative scheme by which not only the meaning of a situation as a whole is apprehended, but it also “colors” the meanings of the particular constituents of the situation. Unlike a cognitivistic interpretation, emotion is not perceived as an inhibiting factor or a source of bias; rather, it plays a constructive role in the thinking process. Dewey’s analysis of thinking demonstrates that cognitivism, on which the information processing account of thinking is based, is epistemologically deficient because thinking cannot be reduced to and equated with the logical or computational manipulation of mental representations, information, or ideas. Based on Dewey’s account, the emergence of thinking does not entail a radical break in the continuity of experience. Rather, it represents the emergence of a new organization of experience (Holder, 1995).</p>
<p>For Dewey, inquiry, or deep thinking, begins in doubt and concludes when the stimulus of doubt is removed.5 He argues that educational aims must be capable of translation into teaching methods that fit the activities of those receiving instruction, and education administrators must foster the kind of environments required to liberate and to organize the capacities of students. He further insists that students must be treated as participants in life, not just as spectators of life. Unlike passive spectators, participants have direct care and concern for their own future. They are inclined to act so as to assure the best possible consequences. This participatory orientation can be productively leveraged for personally meaningful curriculum design and student learning. From Dewey’s perspective, education should be approached as a process of forming fundamental dispositions, intellectual and emotional, toward nature and toward fellow-beings (Dewey, 1916/1980). It should free intelligence in ways that reconstruct physical and social environments, including selves. Intelligence is as much about creative imagination and passion as it is about cognition. The education of <em>eros</em>, a passionate desire for what is valuable, and the development of a creative imagination capable of envisioning future possibilities are every bit as important as acquiring a mastery of facts and the principles of logic. This cannot be achieved in the absence of a thorough critique of existing social customs and forms of thinking, an endeavour in which Dewey duly engaged (Garrison, 1998). In contemplating the design of game-based learning, pragmatism offers a powerful alternative to cognitivism, and it is upon this foundation that I have chosen to proceed.</p>
<p><span style="color: #ff6600;"><strong>Social Theory for Game-based Learning</strong></span></p>
<p>In the preceding discussion, I argued for shifting our understanding of thinking and cognition away from the metaphor of information processing to a more naturalistic understanding grounded in notions of embodiment, transactions, and experience <em>in</em> and <em>with</em> the world (including humans in the world). This repositioning marks a first step toward aligning a general theory of learning with how people learn when playing digital games.6</p>
<p>A second, important manoeuvre is now required. This second step addresses the problem of “meaning-less cognition” surfaced above by re-contextualizing how people learn in terms of the construction of personal identity through the process of <em>becoming</em>. In this section, I make the connection between learning and social theory in order to build on the pragmatist approach to education and to further construct a theoretical conception of game-based learning in terms of learning to become some kind of person in society: for example, a chemist, as in the curriculum discussed in this paper, or an active citizen. From this perspective, learning is no longer restrictively conceived of in rationalistic, mind-centric terms. Instead, it is reframed as a person-centric, developmental, and interactional process. Jarvis (2009) conveys this idea elegantly: “Learning to be a person in society: Learning to be me”.</p>
<p>As Dewey (1925/1988, p. 226) argues, “[m]eanings do not come into being without language, and language implies two selves involved in a conjoint or shared undertaking”. Meanings emerge when, through the reciprocal coordination of behaviour, we render something common between two or more centres of action (Garrison, 1998). A focus on the development of understanding between two or more selves places us firmly within the domain of social and cultural theory. Dressman (2008) suggests that social theory can offer educators and educational researchers insight into social and educational problems that extend beyond a critical historical account of modernity that is rooted in rationalism. In this section, I draw upon the social theories of Mead and Bourdieu to ground my theoretical approach to designing for and effecting game-based learning.</p>
<p><strong> </strong></p>
<p><span style="color: #ff6600;"><em>Mead’s theory of mind, self, and society</em></span></p>
<p>Since the 1980s, educational phenomena have increasingly been viewed as the product of historical and sociocultural forces that produce behaviours too subtle and complex in their dynamics to be quantified and experimentally manipulated (Dressman, 2008). Moving beyond experimental approaches, Mead (1934) focused on conceptualizing a social account of the “self” in a manner faithful to what is known from biology and sociology. His theory of the self is completely social in orientation. It views social interaction as the chief organizing principle underlying human behaviour. For Mead, mind is not conceived as something that resides in the physical brain or in the nervous system. Rather, the (social) mind is constituted in <em>behaviour</em>, and it is manifested through internalized communication that is always social in nature. A corollary of Mead’s theory is that we are not <em>born</em> human; rather, we <em>become</em> human. Becoming human in this manner implies that each person is a historically and socially situated self (Allan, 2005).</p>
<p>According to Mead, the self is a social object whose meaning emerges through successive role-taking experiences in interaction. It is not a structure or core attribute of an individual. Instead, its meaning will tend to change as the person’s interactions change. Self is thus a social entity and an ongoing production that arises in social interaction. The self is a pivot point for the formation of society as well as for individual thinking. Society and thinking are made possible reciprocally via the existence of self. The self, on one hand, and society and thinking, on the other, thus stand in dialectical relation with one another. Furthermore, what society is and the influence it has on people’s meaning making arise through their face-to-face interactions that involve the use of symbolic and natural language. Language as used thus serves as a repository of <em>social</em> experiences. It expresses and preserves social and cultural events, experiences, and pragmatic meanings. It is therefore a social entity that exists “outside of” individuals.  Consequently, when we use language to understand our <em>own</em> experiences, those experiences become social as well.7</p>
<p>Based on Mead’s theory, the self is a constructed <em>perspective</em> divorced from the constraints of time and place. It is a symbolic platform on which to stand and from which we come to view our own behaviours as if someone else were performing them. <em>Role-taking</em> is the process through which we learn to place our self in the position of another in order to see our own self. This process requires the individual to adopt a separate perspective, and it necessarily entails the activation of personal meaning making processes.</p>
<p>The genesis of self occurs through three stages of role-taking: play, game, and the generalized other (Mead, 1982). Mead articulates these stages in the context of a child being enculturated into society. During the play stage, the child takes the role, or assumes the perspective, of a certain significant other. Mead calls this stage the play stage because children must literally play at being some significant other, such as the child’s mother, in order to see themselves. This act represents the genesis of an <em>objective stance</em> that allows a child to get outside of herself in order to watch the self, as if on stage. During the game stage, the child begins to take the perspective of several others and learns to take into account the rules, or sets of responses that different attitudes bring out, of society. During this stage, role-taking is still not very abstract: the child can take on the role of several individuals, but they all remain as separate individuals. As the child progresses in ability to use abstract language and concepts, he or she becomes able to think in terms of more general or abstract others such that there are no longer any specific other people involved. Rather, the child is able to see herself through the eyes of some generalized other. This generalized other refers to sets of attitudes that an individual can take toward oneself. It is the general attitude or perspective of a community. Through the generalized other, the community begins to exercise control over the conduct of individual members.</p>
<p>The construction of self as a generalized other realizes, for Mead, the notion of the (social) mind as an internalized conversation between two people, the actor and the observer, referred to as the “I” and the “Me.” The “I” is the seat of impulse; it is that part of the self that is unsocialized and spontaneous in behaviour.  The “Me” is the perspective that is assumed when, as individuals, we view and analyse our <em>own</em> behaviours. Having a sense of selfhood, then, entails a reflexive, internal dialog between the two parts. The “I” is the subject, and the “Me” is the object. What “I” do, I do to the “Me” (Allan, 2005).</p>
<p>For Mead, the self is not an individual, nor is it a psychological construct. Rather, it is constructed through language acquisition and role-taking in social interactions. The “Me” presents to the individual the perspectives of society at large—the meanings and likely repercussions of our actions—while the “I” presents our impulses and drives to act. These two elements of the self converse until a course of action is decided upon. The individual cannot know the action of the “I” until it is executed and then experienced. Hence, it is possible for the “I” to take an action that the “Me,” from its social standpoint, would not consider acceptable. These two elements of the self are reflexively and mutually aware, and they continually converse back and forth. Self is thus constituted by this social, reflexive, dialogic, and ongoing internal communication process, as part of an unfolding trajectory of <em>becoming</em> a person.</p>
<p>Immersive digital games have the unique affordance of allowing players to learn in the <em>first person</em>. Role-playing games, for example, allow students to enact role-taking in the sense set forth by Mead, and to construct themselves via the I–Me dialectic. These environments thus provide an ideal context within which to enact learning in terms of becoming. This orientation toward becoming, however, begets the necessary question: becoming what? That is, what kind of identity development does game playing activity concern itself with?</p>
<p>In his seminal book <em>The Aims of Education</em>, Whitehead (1929) argues against the teaching of facts and information. He says: “Culture is activity of thought, and receptiveness to beauty and human feeling. Scraps of information have nothing to do with it. A merely well-informed man is the most useless bore on God’s earth. What we should aim at producing is men who possess both culture and expert knowledge in some special direction” (Whitehead, 1929, p. 1). From the perspective of designing games for learning, it is therefore essential to identify the “special direction” that marks the learning designer’s intentions addressing what students should learn through a game-based learning curriculum. Whitehead (1929, p. 6) further argues: “There is only one subject-matter for education, and that is Life in all its manifestations”. It is sensible, therefore, for a game’s contextual setting to instantiate an authentic context that allows students to develop valuable expertise in relation to becoming a person with some type of specific expertise and professional identity. To better understand this, we turn to Bourdieu.</p>
<p><span style="color: #ff6600;"><em>Bourdieu’s theory of practical knowledge and habitus</em></span></p>
<p><strong><em> </em></strong></p>
<p>Professional identity develops in the context of engagement in professional practice. Bourdieu (1991) objected to what he saw as the many false dichotomies prevalent in Western thinking, especially the dichotomy between theory and practice. According to Calhoun (2003), Western thinking, derived from predominantly Kantian and Cartesian foundations, tends to neglect and undervalue the kind of non-theoretical knowledge that is implicit in practical skills. Furthermore, the theory–practice dichotomy encourages the view that practice arises from the application of theory, based on a form of rule following. These entailments are seriously problematic, and they hinder the development of a deep understanding of practice.</p>
<p>Bourdieu sought to confront the widely presumed difference between practical and theoretical knowledge. He drew upon the metaphor of sports games to convey his sense of what is entailed in practical, social life. For Bourdieu, games are “a central part of the activity by which forms of life are constituted and transformed” (Calhoun, 2003, p. 275). No game can be understood simply by grasping the theoretical rules that define it. To play a game effectively, it is necessary not just to follow rules, but to also have a “sense” of the game and a sense of how to play it. Actions in gameplay do not consist of simple, conscious decisions that are quickly executed. A player’s actual shots, as in basketball, are real time improvisations irreducible to theoretical rules. <em>Habitus</em> is the capacity of each player to improvise the next shot, the next move, and the next play. We are not born with a habitus. It is something that we acquire through repetition, like a habit, and it is something we know in our bodies, not just our minds. In practice, human activity involves a combination of discursive awareness and unconscious skill. The rules of each game are constraints on both players and the ways in which players get things done. Players are usually obliged to treat rules as fixed and unchanging, but in fact they are historically produced and subject to continual change.</p>
<p>Bourdieu’s thinking was influenced by both Mead (1934) and Goffman (1959) who, first, stressed the ways in which <em>inter</em>action shapes who actors are and what strategies they pursue and, second, also paid attention to the ways in which social action shapes social structures (Calhoun, 2003). While Mead drew upon the game as a metaphor for his theorization, Goffman drew instead upon drama. Notwithstanding, both Mead and Goffman shared the sense of participation in social life as a <em>performance</em>.</p>
<p>Bourdieu (1977, p. 78) refers to habitus as “the durably installed generative principle of regulated improvisations” that produces practices. The habitus appears as each individual’s characteristic set of <em>dispositions</em> for action. It is the meeting point between institutions and bodies and is the way in which each person, as a biological being, connects with the sociocultural order such that the various games of life retain their meaning and keep being played. Habitus is thus not only a personal achievement but also a social and collective achievement that develops, in individuals, habitual orientations to action.8</p>
<p>Viewed from the perspective of <em>learning as becoming</em>, the educator’s goal is to help students develop enactive expertise that is deeply embodied, highly adaptive, and closely aligned to professional practice. Such expertise is grounded in values, dispositions, and habits of action that arise through the influences exerted by students’ cultural trajectories. The rules and structures of perception related to a particular habitus are inscribed on, and in, individuals as if they are ‘human nature’ or ‘civilized behaviour’ (Webb, Schirato, &amp; Danaher, 2002). However, the rules are not self-interpreting. As Taylor (1995b) argues, without a sense of what they are about and an affinity to their spirit, they remain dead letters or become a travesty in practice. Rules exist in our lives as “values made flesh” (Taylor, 1995b, p. 179). They operate in our lives as <em>patterns</em> of reasons for action; they do not constitute causal regularities. Rules lie essentially <em>in</em> practice. They animate the practice at any given time and are not some formulation behind it, inscribed in our thoughts, our brains, or our genes. Practice involves a continual interpretation and reinterpretation of what the rules might mean. Rules can only function in our lives along with an inarticulate sense “encoded” in the body. It is this habitus that ‘activates’ the rules (Taylor, 1995b) and brings professional practice to life. Learning conceived as a trajectory of becoming oriented toward professional participation necessarily entails the development of habitus. Habitus is therefore something that I attempt to help students develop via my design for game-based learning.</p>
<p><span style="color: #ff6600;"><strong>Learning Design: The Performance–Play–Dialog Model</strong></span></p>
<p><strong> </strong></p>
<p>My research efforts focus on how to design and enact game-based learning curricula in the context of Singapore classrooms. The foregoing sections of the paper have sought to establish vital components of a theory of becoming rooted in human action, social development of the individual, and participation in professional practice. In this section, I articulate the conceptual framework that I have developed to guide the research process. This articulation will focus on one of the games, <em>Legends of Alkhimia</em>, developed at our research centre. <em>Legends of Alkhimia</em>, a multiplayer game addressing the chemistry curriculum in lower secondary school. The research process includes (1) the design and development of the game, (2) conceptualizing how student learning should be enacted within the broader learning environment of a socialized, teacher-facilitated classroom, and (3) enaction of the game-based learning curriculum in the classroom.</p>
<p>Central to my conception of the learning design (Gagnon &amp; Collay, 2006; Kalantzis &amp; Cope, 2005) of the game-based learning curriculum is the Performance–Play–Dialog (PPD) Model shown in Figure 1. I shall next consider the three constructs—performance, play, and dialog—and their role in the said model.</p>
<p><img class="aligncenter size-large wp-image-2176" title="dce1044-1" src="http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2011/12/dce1044-1-530x333.jpg" alt="dce1044-1" width="530" height="333" /></p>
<p><span style="color: #ff6600;"><strong>Figure 1.</strong> </span>The Performance–Play–Dialog model of game-based learning.</p>
<p><span style="color: #ff6600;"><em>Performance</em></span></p>
<p><strong><em> </em></strong></p>
<p>In order to establish learning in terms of a theory of becoming, I have chosen to draw upon the construct of <em>performance</em> as the foundational basis upon which intelligent human enactive capacities are developed. In so doing, I wish to position performance as the scientific study of the means by which human action, meaning making, and communication practices are advanced (see also Burke, 1968; Coulter, 1989; Wertsch, 1998).</p>
<p>The construct of performance arises from the related domains of performance theory and performance studies (Bell, 2008; Carlson, 2004; Schechner, 2006). According to Bell (2008), performance has three key characteristics. First, it is <em>constitutive</em>; that is, it is established, created, and given form through enactment. Performance is constitutive of identity because implicit and explicit claims about that which is valued by human actors as well as how these actors, as members of a group, ought to act are made manifest through performance. Through performance, individuals are inscribed and authored. Second, performance is <em>epistemic</em>: that is, performance is a way through which human actors come to know themselves, know others, and know the world. Consistent with the kind of knowing articulated by Bourdieu’s notion of habitus, performative knowing encompasses “body knowledge” or “somatic thinking”: a way of knowing the world through all our senses, emphasizing immediacy and direct involvement. Third, performance is <em>critical</em> in that it provides a means for staking claims about knowledge and the creation of knowledge. All performance can be approached in terms of faking, making, breaking, and staking. Performance holds possibilities to imitate a life world, to create a life world, to transform a life world, and to stake claims about that life world.</p>
<p>From the perspective of the individual performer, performance is deeply <em>reflexive</em>. It implies not just doing or even re-doing, but a <em>self-consciousness</em> about doing and re-doing on the part of the performer. According to Carlson (2004, p. 4), the difference between doing and performing lies “not in the frame of theatre versus real life but in an attitude—we may do actions unthinkingly, but when we think about them, this brings in a consciousness that gives them the quality of performance”. Thus, as Baumann (1989) asserts, all performance involves a consciousness of <em>doubleness</em>, according to which the actual execution of an action is placed in mental comparison with a potential, or ideal, or a remembered original model of that action. Performance is always performance <em>for</em> someone, some audience that recognizes and validates it as performance even when, as is occasionally the case, that audience is the self. Performance thus involves a kind of inner dialog with the performer herself, a framing that is consistent with Mead’s dialogic “I”–“Me” interaction.</p>
<p>Aligned with Dewey’s pragmatic stance, performance entails living, experiencing, and acting in the here-and-now. Through performance, performers wrestle with human experience as a lived and always dynamic process, and they develop participatory and embodied ways of knowing and being. Experience is made available for contemplation, thereby providing opportunities to <em>think</em> and to think <em>differently</em>.</p>
<p>In sum, performance may be understood as (1) both a process, by virtue of being enactive, communicative, and transactional, as well as a product, by virtue of yielding observable events, (2) productive and purposeful, subsuming intellectual inquiry, cultural memory, participatory ritual, and social commentary, and (3) traditional and transformative, by virtue of always making reference to former ways of doing, acting, seeing, and believing, and thus providing the potential for critiquing the status quo. Through performance, human actors develop new ways of seeing and understanding the world and understanding themselves in relation to that world. In short, they develop a part of their self-identity. The construction of an expansive yet coherent worldview, coupled with the agency to act, is central to learning that is empowering, and this is what we seek to achieve through our learning design. Figure 1 represents this future-oriented pathway of a learner as a trajectory of becoming whereby the learner develops understanding in and practice of a professional domain and, at the same time, constructs her self-identity through performance. Performance itself is realized through the sub-constructs of play and dialog, both of which are performative processes in their own right.</p>
<p><span style="color: #ff6600;"><em>Play</em></span></p>
<p><strong><em> </em></strong></p>
<p>The formal study of play can be traced back to early writings by Huizinga (1938/1955) and Caillois (1958/2001). More recent notable play theorists include Sutton-Smith (1997) and Henricks (2006). Huizinga, a Dutch cultural historian, identified the characteristics of play as (1) voluntary, (2) stepping out of ordinary life into a temporary sphere of activity that absorbs the player intensely and utterly, (3) creating its own limits of time and place, (4) producing no material gains, (5) creating its own fixed rules, and (6) promoting secrecy and social groups (Bell, 2008). Caillois  (1958/2001) proposed a taxonomy of games in terms of the labels agon (competitive games), alea (games of chance), mimicry (simulation games), and ilynx (games that create vertigo). He also defined the nature of play as (1) free, (2) separate, (3) uncertain, (4) unproductive, (5) regulated, and (6) fictive, with the last two characteristics tending to exclude one another.</p>
<p>Common to both characterizations above is the idea that play involves stepping into a “magic circle” (Klabbers, 2006) where disbelief is suspended and a new form of reality applies, even if temporarily.9 Stepping into the “magic circle” entails taking on a new role, as expressed by Mead, and this role-taking is often realized in digital games such as the <em>Baldur’s Gate</em>, <em>Final Fantasy</em>, and <em>Diablo </em>series, by role-playing. According to Turner (1982), Sutton-Smith suggests that play spaces can be productive for learning because they are places of ‘anti-structure’, a term introduced by Turner (1969) himself, that afford the exploration and construction of <em>new</em> forms of culture. Sutton-Smith (1972, p. 18–19) writes: “The normative structure represents the working equilibrium, the ‘anti-structure’ represents the latent system of potential alternatives from which novelty will arise when contingencies in the normative system require it. We might more correctly call this second system the <em>protocultural</em> system because it is the precursor of innovative normative forms. It is the source of new culture.” From this perspective, sites of play may be designed and constructed as performance borders and margins that instigate learner transformation by provoking re-evaluation and reconstruction of understanding and identity: that is, by breaking, re-making, and staking afresh. Such experiences are akin to rites of passage that entail separation, transition, and re-incorporation, usually to a new community and its associated practices (Van Gennep, 1960).</p>
<p>Rites of passage are said to be <em>liminal</em>. They represent a transitional process that is ‘betwixt-and-between’ two worlds, and they are characterized by heightened emotions, the suspension of rules of normal life and time, and centralization of that which is usually marginal. Liminal activities are inherently anti-structure, and liminal situations provide a space removed from normal daily activity for members of a culture to “think about how they think in propositions that are not <em>in</em> cultural codes but <em>about</em> them” (Turner, 1969, p. 22). This context establishes the potential for deeply personal and transformative learning to occur, and it establishes the basis for the design of game-based learning described in this paper. The realm of play thus serves as the crucible in which ‘responsible’ action for the ‘real’ world is seeded, nurtured, and developed into significant new forms. Play, as a rite of passage, fulfils the crucial task of “inculcating a society’s rules and values to those who are to become its full-fledged members,” and the crux of learning and transformation is the performance (Bell, 2008, pp. 123–124).</p>
<p>Figure 1 depicts how a student learns by engaging in play via a material, digital game world. This space of play is experiential, and learning actions are transactional (Dewey, 1925/1988; Elkjaer, 2009). The player’s experience is embodied, by virtue of being represented in the game world by his avatar, and the player is embedded, or immersed, in the virtual space of the game world (Chee, 2007). In the design of our learning curriculum, students play multiple levels of the game <em>Legends of Alkhimia</em> as part of their learning trajectory. Game levels build incrementally on one another to help students develop the habitus related to professional practice. When students complete the last level of the game at the close of the curricula program, the liminal process terminates.</p>
<p><span style="color: #ff6600;"><em>Dialog</em></span></p>
<p><strong><em> </em></strong></p>
<p>The notions of dialog and dialogism are central to the writings of Bakhtin (1981, 1986). Emerson and Holquist, in the Glossary to Bakhtin’s <em>The Dialogic Imagination</em>, describe dialogism as the characteristic epistemological mode of a world that is dominated by heteroglossia. In such a world, everything means only as part of a greater whole. There is constant interaction between meanings, and all meanings have the potential of conditioning yet other meanings.</p>
<p>For Bakhtin, dialog is not constituted merely by words or in talking. Dialog is also ontological: it is a way of life. Dialog expresses a fundamental orientation to an <em>other</em> and a desire to understand and be understood in relation to this <em>other</em>. It is fundamental to a way of life that is changeable rather than fixed and that is open and tentative rather than authoritative (Shields, 2007). Dialog has little in common with <em>discussion</em>, a word whose root is more closely related to the idea of conducting a judicial examination (Senge, 1990). Entering into dialog entails taking a stance. It is the means through which we develop openness to others different from ourselves and relate to people and ideas that remain separate and distinct from our own. Dialog is the means through which new ideas are born.</p>
<p>Although Bakhtin uses the word <em>truth</em> frequently, he does so with a special meaning. For Bakhtin, our reality and other equally valid and distinct realities of others comprise a more complete ‘truth’ than can otherwise be known. All ideas and positions should be put on the table in order for deep dialog and understanding to occur and for ‘truth’ to be determined (not <em>the</em> truth, but a more complete one). Thus, Bakhtin is not talking about fixed, irrevocable, and universal Truth with a capital ‘T’. Instead, he is pursuing the testing of an idea, <em>a</em> truth, to elicit something of value as one interacts dialogically with it. Truth, as understood by Bakhtin, is collective. It can never reside in the heart or mind of a single person but only in a community’s temporary understanding of some phenomenon (Shields, 2007).</p>
<p>In the context of the classroom, dialog is intended to help students achieve comprehension rather than to provide an explanation. As Bakhtin (1986, p. 111) asserts: “With <em>explanation</em> there is only one consciousness, one subject; with <em>comprehension</em> there are two consciousnesses and two subjects. There can be no dialogic relationship with an object, and therefore explanation has no dialogic aspects . . . Understanding is always dialogic to some degree”.</p>
<p>The notions of utterance and addressivity are central to Bakhtin’s construction of dialog. Bakhtin (1986, p. 67) regards the utterance as “a real unit of speech communication”. An essential marker of the utterance is its quality of being directed at someone: that is, its addressivity. An utterance has both an author and an addressee who may be a co-present interlocutor in dialog or an indefinite unconcretized <em>other</em>. The composition and style of an utterance depend on those to whom the utterance is addressed, how the speaker senses and imagines his addressees, and the force of their effect on the utterance. In addition, the speaker always tries to anticipate the addressee’s response in the very act of constructing his utterance, thus giving rise to an ongoing utterance chain (Baxter &amp; Montgomery, 1996).</p>
<p>Utterances as speech acts are always performative in nature (Austin, 1975; Searle, 1970). They involve a complex layering of the previous usages of words that are applied within the current context, resulting in a plurality of ’voices’. From Bakhtin’s perspective, a voice refers to a speaking personality, a speaking consciousness. It always has a will or desire behind it, its own timbre and overtones. Indeed, “[t]he word in language is half someone else’s. It becomes ‘one’s own’ only when the speaker populates it with his own intention, his own accent, when he appropriates the word, adapting it to his own semantic and expressive intention” (Bakhtin, 1981, p. 293). Producing utterances inherently entails a process of appropriating the words of others and making them, at least in part, one’s own (Wertsch, 1998).</p>
<p>A dialogic classroom, as indicated in Figure 1, is characterized by the inter-animation of student voices (Wertsch, 1991). Dialogism generates internally persuasive discourse that is <em>open</em>, allowing students to construct new ways to mean. When student thinking begins to work in an independent, experimenting, and discriminating way, internally persuasive discourse begins to separate from authoritarian enforced discourse, a form of discourse that can only be transmitted, not negotiated, because it imposes fixed meanings. Fostering dialog in the classroom thus creates a more open yet more critical disposition toward discourse and the knowledge construction process. As ideas collide and become interrogated, students learn that the practice of science is itself a sense making, and hence dialogically constituted, activity. Consistent with Deweyan pragmatism, they learn that scientific ‘facts’ are warranted assertions and hence tentative rather than eternally ‘proven’ claims. Dialogism thus sustains inquiry as an open process and allows students to participate in the social construction of reality (Berger &amp; Luckmann, 1966).</p>
<p><span style="color: #ff6600;"><strong>Case Example: The <em>Legends of Alkhimia</em> curriculum</strong></span></p>
<p><strong> </strong></p>
<p>In this section of the paper, I provide a glimpse of what the chemistry game <em>Legends of Alkhimia</em> is like to illustrate how it fits in as <em>one</em> component of the overall PPD Model of game-based learning: that of Play. Due to space constraints, it is not my purpose to provide a full-fledged description of the game but merely to allow readers to get a ‘flavour’ of what playing the game might be like. In accordance with the PPD Model, each level of gameplay is accompanied by a dialogic segment of the classroom learning process where students engage in dialogic activity driven by online curricula materials that promote inquiry and meaning making, reflection on gameplay, and performance reflexivity. This portion is elaborated on after the game level description.</p>
<p><span style="color: #ff6600;"><em>The game and gameplay</em></span></p>
<p>By way of preamble, <em>Legends of Alkhimia</em> comprises eight levels of gameplay. It is a multi-player game that supports up to four students in each game session. The game begins in Level 1 with a scenario where the four players crash-land in the environs of the ancient town of Alkhimia. They have with them certain weapons, a form of gun, that shoot ammunition drawn from cartridges attached to the weapons. On exiting their aircraft and surveying the surroundings, several monsters, emerging from a narrow mountain passageway, suddenly attack them. The players use their weapons against the monsters, but find that their weapons are ineffective against them. This situation establishes the context for the players to inquire into what kinds of substances their ammunition is made of and to synthesize more effective ammunition that will be able to destroy the monsters. The players soon learn of the strange incidents that have been occurring of late in the once sleepy town of Alkhimia from the villagers they meet: the legends of Alkhimia. The villagers seek the help of the players to solve the mystery of the marauding monsters. The players promise to help, with a view toward putting their understanding of chemistry to good use by helping the villagers to deal with their problem.</p>
<p>In this paper, I draw from Level 3 of <em>Legends of Alkhimia</em> to provide my more detailed illustration of the game. In this level, the villagers send the players an emergency request for help because some slimy looking monsters are attacking their cabbage patches. Some of their crops have gone up in flames because of the fireballs that the monsters wantonly hurl around. The players come to the rescue of the villagers. They battle the monsters using substances that they previously separated in the chemistry lab as well as other substances they find in the lab. After an intense battle, the players manage to kill one monster, while the other monsters take flight (see Figure 2). Unfortunately, as the dead monster’s body lies in the open field and decays, its decomposing body matter liquefies and begins to contaminate the villagers’ cabbages, turning some cabbage patches from a plot of normal-looking green cabbages to bright red cabbages. The players are given the challenge of trying to establish what kind of substance the dead monster is made of so that they can find some other suitable substance with which to reverse the unwanted chemical reaction that has taken place in the contaminated cabbage patches.</p>
<p align="center">
<p><img class="aligncenter size-large wp-image-2177" title="dce1044-2" src="http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2011/12/dce1044-2-530x397.jpg" alt="dce1044-2" width="530" height="397" /></p>
<p><strong><span style="color: #ff6600;">Figur<span style="color: #ff6600;">e 2</span></span><span style="color: #ff6600;">.</span></strong> Screen snapshot of gameplay in Level 3 of <em>Legends of Alkhimia.</em></p>
<p><strong> </strong></p>
<p>Unknown to the students at this time, the cabbage leaves actually serve as a surrogate for litmus paper in a conventional chemistry lab, and the red cabbage leaves indicate that the monster is acidic. With a sample of the monster residue in hand, players proceed to the chemistry lab where they experiment individually with different substances to try and devise a solution for getting the cabbages to revert to their original color. In the course of the lab work in Level 3, students experiment with and make sense of chemical reactions that entail the generation of acids, bases, and salts. By way of fictive imagination, the cabbage leaves are made to play the role of litmus paper. Figure 3 illustrates the situation where a student has added a soluble base (which is alkaline) into the conical flask containing the monster waste, thereby getting the cabbage leaf first to transform into a green colour. However, due to the inability to pour in the exact amount of alkali that is needed to neutralize the amount of acid contained in the conical flask (and no more), the colour of the cabbage leaf proceeds to transform into a purple-blue (indicating that the cabbage leaf has become alkaline instead). As students continue to run experiments in the virtual lab, they may, through trial and error, systematic investigation, and careful thinking finally find that their problem is solved by adding an appropriate insoluble base into the conical flask containing the monster waste. This action transforms the cabbage leaf into green. With the appropriate substance in hand, the player then returns to the contaminated field and disperses the insoluble base over the contaminated cabbages to make them return to normal cabbages and to obtain the thanks and approval of the villagers.</p>
<p><strong> </strong></p>
<p align="center"><strong> </strong><strong> </strong></p>
<p><img class="aligncenter size-large wp-image-2178" title="dce1044-3" src="http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2011/12/dce1044-3-530x398.jpg" alt="dce1044-3" width="530" height="398" /></p>
<p><strong><span style="color: #ff6600;">Figure <span style="color: #ff6600;">3</span></span><span style="color: #ff6600;">.</span></strong> Screen snapshot of a student testing different substances to reverse the effect of cabbage patch contamination by the monster’s body waste.</p>
<p><strong> </strong></p>
<p>It should be noted that not all students necessarily find a solution to the foregoing problem on their own. This outcome is not necessarily problematic as learning is designed to be collaborative, with students helping each other. What is vital is for students to engage in deep sense making to <em>understand</em> the underlying chemistry phenomena. There is, of course, no guarantee that students will always invest the intellectual energy required for this kind of reflective, inquiry-oriented thinking. It is up to the teachers to foster the disposition that values the intrinsic satisfaction that can be derived from deep understanding by developing an appropriate classroom culture of learning.10</p>
<p>In the curriculum based on <em>Legends of Alkhimia</em>, the fostering of practice-based professional identity (as a chemist) is of special importance. Prior to entering the game world, students are positioned by the game as aspiring chemists who learn their craft under the tutelage of their boss, Master Aurus. In the game lobby, they choose their in-game name. They also select their personal look in the player customization screen, in a manner that reflects their sense of personal identity at the commencement of the game. As gameplay proceeds, the game narrative as well as the game interface provide opportunities for players to modify their avatar’s look and feel so as to foreground the values they adhere to via their self-presentation. For example, in a later game level, players have to choose a piece of armour for themselves. The armour choices are designed to represent different kinds of symbols such as those representing notations related to chemistry or signs that depict an accomplished warrior. By observing the symbols or signs that students choose, we are able to infer the kind of chemist any individual student aspires to become; that is, we can track the student’s learning in terms of becoming a (type of) chemist. It should be noted that the game itself promotes certain values. The portion of the game narrative that casts students in the role of using their understanding of chemical reactions to help the villagers is intended to suggest that science should be used for human good. This theme contrasts with students discovering toward the end of the game that it is their erstwhile master, Aurus, who has been behind the unseemly happenings in Alkhimia: all for personal power and gain.</p>
<p>As students continue playing <em>Legends of Alkhimia</em>, the chemistry involved becomes increasingly complex. Like the apprentice chemists that the game positions them to be, they are <em>required</em> to develop their own classifications of the substances that they encounter in the game world. They do not experience the world as a pre-labelled and a pre-configured place. This pedagogical design inducts students into an authentic practice of science making by requiring them to <em>construct</em> functional and concise representations and organizations of knowledge as part of the process of inquiry.</p>
<p><span style="color: #ff6600;"><strong><em>In the classroom</em></strong></span></p>
<p>Recall that Play constitutes but one component of the Play–Dialog dialectic. In order to foster and support a gameplay sense making process in the classroom, students are asked to complete a reflection activity that runs parallel to gameplay and scaffolds their thinking process so as to reduce the likelihood that gameplay success results purely from trial and error efforts while playing the game. This design works well where students are organized in pairs during gameplay, with two students assigned to the use of one computer: an arrangement that we have often used. Under this arrangement, one student controls the computer mouse while the other works on completing the reflection sheet. This role is swapped about mid-way through the gameplay segment of the class. Our experience shows that organizing students in dyads realizes a context that is conducive for them to <em>think</em> <em>through</em> their common play experience collaboratively. Students find it natural to talk to each other about what they are thinking. In this manner, they verbalize and thereby externalize their thinking for the benefit of their peers (as well as for our benefit, as researchers).</p>
<p>During the dialogic phase of the class, teachers are positioned as professional chemists. (We often have two teachers involved in the curricular program and hence in the classroom as well.) They trigger and scaffold the conversations between students positioned as apprentice chemists. The teacher facilitating the dialog at any particular time attempts to elicit from students their specific hypotheses concerning the nature of the different substances encountered in each level of gameplay. Drawing upon differences between ideas that arise from heterogeneous trajectories of gameplay, teachers help students to identify contradictions between the ideas contributed. They then facilitate deeper interrogation of those ideas, querying students on their thinking related to the underlying chemical properties of the gameplay substances as well as their chemical reactions. In this way, teachers seek to develop a dialogic culture of learning in the classroom, one where different hypotheses are forwarded, critiqued, and rebutted as necessary. The dialogic learning environment constitutes a performance space in which students not only (verbally) articulate and negotiate their understandings but also enact those understandings through the manifestation of their attitudes, values, beliefs, and “ways of becoming” chemists in the classroom. It is the dialectic between Play and Dialog that allows this performance space to be realized. The manner in which students conduct themselves and behave as junior chemists constitutes the metagame of “becoming chemists,” where the metagame is played out in the classroom. As a performance space, all that students do and say constitutes a public presentation of themselves: a presentation that is subject to interpretation, analysis, and critique. As a performance, and from the perspective of each individual student, it is also intended that the experience be one that is reflective as well as reflexive as the student performs himself or herself before others.</p>
<p>In the <em>Legends of Alkhimia</em> curriculum, teachers, positioned as professional chemists, are expected to model that role before students, both in word, deed, and the dispositions that they manifest as part of playing their part in the classroom metagame. In this manner, it is intended that students develop as the generalized (chemist) other and begin to appreciate, amongst other things, that the construction of scientific knowledge is a practice-based social enterprise founded on a set of human values that esteem simple, parsimonious, and generalizable explanations of natural phenomena. It is hoped that students also learn to imbibe the values, dispositions, and beliefs that undergird the practice of science <em>making</em> and to demonstrate the capacities for practical action and reason inherent in science making: in short, the habitus of Bourdieu. We anticipate, by design, that learning chemistry in this manner will yield rather different outcomes compared to traditional emphases on content mastery. Students will come to <em>know chemistry</em> <em>performatively</em> rather than merely end up <em>knowing about</em> chemistry.</p>
<p><strong> </strong></p>
<p><span style="color: #ff6600;"><strong>Conclusion</strong></span></p>
<p><strong> </strong></p>
<p>In this paper, I articulated a set of theoretical ideas that provide a foundation for designing game-based learning based on a pedagogy of <em>learning as becoming</em>. Taking up Thomas and Brown’s conception of “learning to be” rather than “learning about”, I argued that the paradigm of human information processing that leads to a focus on “learning about” is an inherently flawed model of human cognition. In its place, I have proposed a model of education based on the philosophy of pragmatism that foregrounds experience and inquiry as core learning processes. Building on the ideas of Mead and Bourdieu, I have sought to reframe learning not as an intra-individual cognitivistic enterprise, but as one that is inherently social. Mead’s theory of mind, self, and society provides an account of how the self is socially constructed by means of role taking, passing through the three stages of play, game, and the generalized other. Bourdieu’s theory of practical knowledge and habitus extends the development of the social self into the realms of professional practice, subsuming the critical development of dispositions and habits of mind that are central to the pragmatism of James and Dewey. Based on the foregoing ideas, I proposed the Performance–Play–Dialog Model for designing game-based learning in the context of addressing school-based curricula. Central to this model is the construct of <em>performance</em>, which provides a theoretical lens through which learning can be viewed, and studied, in terms of human action, meaning making, and communication. Play and dialog were explained as sub-constructs of the performance model, emphasizing the performative nature of these sub-constructs in their own right. A partial description of the multiplayer chemistry game, <em>Legends of Alkhimia</em>, was provided to help readers appreciate how the digital game constitutes one component of the PPD Model that attempts to realize the theoretical ideas based on pragmatism as well as those drawn from social theory. I also outlined how the game-based curriculum is enacted by teachers in the classroom.</p>
<p>To conclude, the account of learning proposed here is dialectical, involving the mutual interdependence between self and society, developing in a cultural context. Such an account admits of multiple levels of empirical analysis when the curriculum innovation is operationalized in the classroom. These levels comprise a focus on the subjective, focusing on beliefs, attitudes, and values held by individual students, to the structural, focusing on patterns and rules that hold the enacted classroom culture together, to the dramaturgical, focusing on the expressive and communicative properties of students’ identity construction in the new classroom culture, and finally the institutional, focusing on how and to what extent school culture is impacted and changes as a result of the curriculum innovation. We expect that these multiple perspectives and levels of analysis will provide the basis for a multi-faceted and nuanced understanding of the impact of curricular innovation with game-based learning to emerge.</p>
<p><span style="color: #ff6600;"><strong>Notes</strong></span></p>
<p><strong> </strong></p>
<p>[1] Some critics have argued that there is an inherent tension between Bourdieu’s more “closed” model of reproduction of self-in-practice and Dewey and Mead’s more “open” model of self–society dialectics. While this may appear to be the case if a static comparison is made, a different picture emerges if we adopt a more longitudinal perspective. In the domain of apprenticeship learning, one usually first accepts “subjection” into a practice. However, as one becomes more of an expert and develops to the level of a master, one begins to engage in “breaking the rules” in order to advance the practice in question. In this way, pathways to “openness” are preserved, and fresh constructions of practice-in-the-making avert stagnation. The implicit tension can thus be made productive.</p>
<p>2 The claim made here, based on Taylor (1995a), focuses on how a trustworthy body of knowledge is traditionally positioned as being constructed. It does not detract from recognizing the distinction between “knowing that” and “knowing how” made by Ryle (1949/2009), between “knowledge by description” and “knowledge by acquaintance” made by Russell (1912/2010), or even acknowledging Polanyi’s notion of “tacit knowledge” (Polanyi, 1958/1962; 1966/1983). Rather, the goal is to acknowledge that human knowing is inherently embodied (Varela, Thompson, &amp; Rosch, 1991) and relational (Gergen, 2009), and not merely about justified true belief.</p>
<p>3 As suggested by one anonymous reviewer, the lack of success in constructing a solution may well be a function of the way the problem has been framed in the first instance. Indeed, I believe this to be the case and suggest that it is for this reason, precisely, that the present critique is warranted. I further suggest that the reframing proposed by Barad (2007) offers one potentially fruitful approach to reconstituting the problem. A detailed discussion of this approach is, however, outside the scope of this paper.</p>
<p>4 When Holder and others write about non-cognitive levels of experience, they refer to aspects of human thinking that are <em>not</em> customarily associated with the rules and representations basis of the computational theory of mind that gives rise to symbolic processing.</p>
<p>5 For Mead, thinking arises when old ways of adjusting, customs, and habituated ways of acting do not meet the needs of a new situation at hand. An act is triggered as a process of adjustment (Mead, 1938; Miller, 1973).</p>
<p>6 There is no presumption here that what follows is <em>the</em> only way of learning with computer and video games or that there is <em>only one</em> way of learning with digital games. Much depends on what the learner’s goals and motivations for engaging with the digital game are.</p>
<p>7 To the extent that we use language, therefore, it might be said that “languages uses us”. This aporia is explicated by Roth (2010) and is also a constant theme of Bakhtin (1981).</p>
<p>8 Some readers may be surprised by the seemingly de-politicized account of Bourdieu that is provided here. While this may indeed be so, it is not inconsistent with the argument advanced by Deleuze and Guattari (1994) that to engage in philosophy is to engage in a creative mode of thinking that can lead to the construction of new and productive ideas. “Correctness,” as such, is not the primary goal here.</p>
<p>9 More recent scholarship on game studies argues that “there is no magic circle” on the grounds that gaming practices are so deeply intertwined with real world practices that the distinction between the two is in a fundamental sense artificial (Consalvo, 2009; Malaby, 2007). While this argument has validity, it might also be argued that traditional schooling practices are so bounded from the real world that, in school settings, the construct of the “magic circle” might well still apply. (I thank an anonymous reviewer for this insight).</p>
<p>10 Research papers that document empirical findings and challenges that we have faced in enacting the kind of curriculum outlined here are outside the scope of this paper and can be found elsewhere. (See http://gli.lsl.nie.edu.sg/ for one source of papers).</p>
<p><strong> </strong></p>
<p><span style="color: #ff6600;"><strong>Acknowledgments</strong> </span></p>
<p>The National Research Foundation, Singapore, provided funding for the research reported in this paper through grant number NRF2007–IDM005–MOE–006CYS. I wish to thank Daniel Tan and Ek Ming Tan, for contributing to curriculum design, and members of the game design and development team who developed the game: Rahul Nath, Yik Shan Wee, Cher Yee Ong, Won Kit Ho, Simon Yang, Andy Lim, Henry Kang, Ittirat Vayachut, and Aldinny Abdul Gapar.</p>
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<p><strong> </strong></p>
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<p><span style="color: #ff6600;"><strong>Biographical Statement</strong></span></p>
<p><em>Yam San Chee</em> is an associate professor in the Learning Sciences &amp; Technologies Academic Group and the Learning Sciences Lab at the National Institute of Education, Nanyang Technological University, Singapore. He obtained his BSc (Econ) with Honours from the London School of Economics and Political Science, University of London, and his PhD from the University of Queensland, Australia. Chee’s research focuses on new literacies and new media in education, with a special emphasis on game-based learning. Recent games developed for research include <em>Space Station Leonis </em>and <em>Escape from Centauri 7</em>. Current games developed through National Research Foundation funding are <em>Legends of Alkhimia </em>and <em>Statecraft X</em>. Chee also conducts research on the interaction between online virtual life and real life and how this interaction impacts the construction of self-identity. He was the founding executive editor of <em>Research and Practice in Technology Enhanced Learning</em>, the journal of the Asia-Pacific Society for Computers in Education. He is currently an Associate Editor of the <em>International Journal of Gaming and Computer-Mediated Simulations</em> and an Advisory Board Member of <em>Journal of Educational Technology and Society</em>.</p>
<p><span style="color: #ff6600;">Email:</span> <a href="mailto:yamsan.chee@nie.edu.sg">yamsan.chee@nie.edu.sg</a></p>
<p><span style="color: #ff6600;">Website:</span> <a href="http://yamsanchee.home.nie.edu.sg/">http://yamsanchee.home.nie.edu.sg/</a></p>
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