ICT Integrated Lesson Plan

 

 ICT Lessons

Author

Mary Veinotte

Title

Using Nintendo Wii and Dance, Dance Revolution as Part of a Fitness Circuit

Grade Level

7, 8 and 9

Subject Area

Physical Education

Overview of unit/lessons/activities (assumptions of prior knowledge/learning)

This lesson plan integrates the use of modern video gaming systems with the existing physical education curriculum.  This lesson can be modified/adjusted based on class size, location and equipment available.

Students should be familiar with gaming systems.

 

Correlations to ICT and curriculum outcomes

ICT Outcomes

BOC 9.1 (Relates to 6.1) operate a wide variety of school media, computer, and other educationally appropriate equipment for learning, communication, and the representation of their learning, independently and safely with teacher supervision

SEHI 9.1 (relates to 6.1, 6.2, 6.3) demonstrate understanding of the nature of technology and its impacts on different societies and environments; using technology, in local and global contexts, with due regard for the legal and human rights of others

SEHI 9.2 (relates to 6.3, 6.4, 6.5, 6.6) identify and demonstrate the values and techniques of mass media, popular culture, and electronic information environments, and evaluate the effects of these techniques

Specific Curriculum Outcomes

Active Living

Grade 7

  • Participate in activities that enhance cardiovascular fitness, muscular strength, endurance, and flexibility

Grade 8

  • Participate in activities that enhance cardiovascular fitness, muscular strength, endurance, and flexibility

Grade 9

  • Participate in activities that enhance cardiovascular fitness, muscular strength, endurance, and flexibility

Dance

Grade 7

  • Create and perform movement sequences to a variety of music and rhythmic forms

Grade 9

  • Apply the principles of mechanics to improve performance in dance activities.

Sport Experience

Grade 7

  • Demonstrate positive personal and social behaviours that emphasize fair play.
  • Participate in a wide variety of sports and games
  • Demonstrate an understanding of rules in game situations

Grade 8

  • Demonstrate positive personal and social behaviours that emphasize fair play.
  • Refine sport-specific skills through practice and repetition
  • Demonstrate the discipline and attitude required to master a skill.
  • Demonstrate an understanding of positioning in offensive and defensive situations.
  • Participate in sport and games using modified rules.

Grade 9

  • Demonstrate positive personal and social behaviours that emphasize fair play.
  • Play a variety of games putting several sport-specific skills into practice.
  • Identify the relationship between body mechanics and performance.
  • Apply game strategies in a variety of sports and games.

 

Projected timeline for preparation and for carrying out activities

Preparation Time:  Depends on your comfort with video gaming systems and LCD projectors but set-up should not require more than 15 mins.

Activity Time:  You can adjust the time spent on activities to fit your class length, class size, etc.

Equipment Requirements: (computers, software, etc)

Nintendo Wii Gaming Console (with extra Nunchuks, remote controllers depending on game used)

Games for Nintendo Wii Gaming Console (Wii Fit is recommended)

LCD Projectors (At least 2 but more if you have many game systems)

DDR (Dance, Dance Revolution) Games for any gaming system you are using (ex. Wii, PS2, PS3, Xbox, etc.)

Other Fitness equipment (ex. Skipping ropes, gym mats, balance beams, etc.)

Teaching materials provided (Blacklines, worksheets, templates, teacher materials)

 

 If utilizing a variety of fitness stations you can use a class list with columns for dates at each station so that students can record what they have done at each station.  For example, at a push-up station, students can record the amount push-ups they do during each class.  This data can then be used for analysis or discussion at a later time.

 

Resources available for teacher/student use (websites, references, etc)

 http://www.nintendo.com/wii

http://www.nintendo.com/games/guide#qhardware=Wii

http://www.ddrgame.com/

Wii Fit

 

Detailed instructions for each activity or lesson (teacher notes, activity information, learning strategies, teacher role, student roles)

Set up Nintendo Wii, DDR and other Fitness Stations (optional)

Divide students into groups depending on optimal size for maximum participation.

Have each group start at a different station.

Have students participate at the station long enough so that each student gets a chance to utilize the equipment.

Have groups rotate through the stations.

Notes:   Encourage students to participate to the best of their ability and ensure that all students are getting an equal opportunity to utilize all of the equipment and stations.

 

Student products expected

Optional: Completed Data Sheets, Self-Assessment Rubric

Samples (include teacher notes, assessment information, student work if available)

 

Logistics (organization, grouping, management issues, access to technology)

Depending on how many gaming systems you are using, set-up should resemble a circuit.  For example, have the Nintendo Wii system on one end of the gym and the DDR station set-up at the other.  This way students can cycle through using a variety of activities with the Wii and then utilize the DDR. 

Depending on the size of the class, grouping should be organized to maximize activity time for each student.  The smaller the group, the better.

If the class size is large, fitness stations can be intertwined amongst the Wii and DDR stations so that no student is left waiting around just watching others participate. 

Assessment information (e.g., rubrics for products and/or process)

 

Participation Rubric: Self-Assessment

Possible extensions

Have discussions surrounding the use of video gaming systems among today’s youth and how that is leading to increased childhood obesity rates.