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Strategies for proactive interventions for youth fitness, wellness and empowerment: Generation FIT, ExerLearning, FootGaming and Get Outta My Face

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Generation FITGeneration FIT

Empowering Tomorrow’s Empowering Tomorrow’s Wellness Leaders TodayWellness Leaders Today

Complex patterns and trends Complex patterns and trends in health and health behavior in health and health behavior

School day is sedentary timeSchool day is sedentary time

Leisure time isn’t ACTIVE timeLeisure time isn’t ACTIVE time

Nutrition and portion awareness lackingNutrition and portion awareness lacking

““Experts” are perplexedExperts” are perplexed

Youth CultureYouth Culture

Digital, Powerful and Digital, Powerful and Influential Influential

Screen TimeScreen Time For ages 7-18 averages 9 hours per For ages 7-18 averages 9 hours per

dayday

AwarenessAwarenessSCHOOLS, PARENTS and SCHOOLS, PARENTS and

EDUCATORS….EDUCATORS….

INTELLECTUALLY recognize the value INTELLECTUALLY recognize the value of fitness, health and well-being to of fitness, health and well-being to the learning equation…. butthe learning equation…. but

A Sobering FACTA Sobering FACT

Standardized test scores take priorityStandardized test scores take priority

above the overweight/fitness crisisabove the overweight/fitness crisis

AWARENESSAWARENESSNo need for No need for either either / / oror

Youth-Led Fitness SolutionYouth-Led Fitness Solution

How Is Generation FIT A Key to How Is Generation FIT A Key to Opening Doors?Opening Doors?

We target the most We target the most expensive studentsexpensive students

We make dramatic We make dramatic academic impactacademic impact

We demonstrate easy-We demonstrate easy-delivery of delivery of exergameexergame technologytechnology

Fitness/Wellness/Fitness/Wellness/Social benefits are a Social benefits are a bonusbonus

Students Lead and Manage Students Lead and Manage the Program Right In the the Program Right In the

ClassroomClassroom Peer MentoringPeer Mentoring TeamworkTeamwork Social SkillsSocial Skills CollaborationCollaboration LeadershipLeadership ConfidenceConfidence Brain TrainingBrain TrainingCommunicationCommunicationCommunity OutreachCommunity Outreach

Peer MentoringPeer Mentoring TeamworkTeamwork Social SkillsSocial Skills CollaborationCollaboration LeadershipLeadership ConfidenceConfidence

Brain Brain TrainingTraining

Generation FIT- Brainy Generation FIT- Brainy StuffStuff

ExerLearningExerLearning

http://http://exerlearning.blogspot.comexerlearning.blogspot.com

The reality….

If kids sense “It’s good for you” we have an uphill battle

The reality….

If kids sense “We’re leaders and this is OURS” we have possibility

The reality….

Recent brain research conclusively connects learning and academic

success with exercise, cardio, fitness and physical activity BEFORE

a cognitive task

Gen FIT youth KNOW that and TEACH it to

peers, family and teachers

AWARENESSAWARENESSNo need for either/or when it comes to physical activity and the school dayNo need for either/or when it comes to physical activity and the school day

Generation FIT Delivers – Generation FIT Delivers –

FitnessFitness A Youth CultureA Youth Culture Healthy Healthy

“rebellion” “rebellion” Academic GoalsAcademic Goals

Society, CultureSociety, Culture

and PROFITand PROFIT

Youth Culture-Reach and Digital Skills:

http://www.youtube.com/watch?v=Fjj2tCslIlQ

Youth Culture-Reach and Digital Skills:

http://www.youtube.com/watch?v=Fjj2tCslIlQ

Advergames $12 BILLION in annual Junk Food – Sugary Cereal Marketing to age 4-14

““Food Culture”Food Culture”Unbeatable?Unbeatable?

Youth don’t want to be victimsYouth don’t want to be victims

Youth believe they “own” video Youth believe they “own” video

gamesgames

Youth don’t believe the “overweight Youth don’t believe the “overweight – health dilemma – health dilemma hypehype””

HYPE ? ? ?HYPE ? ? ?

Why have experts hit roadblocks?Why have experts hit roadblocks?

Can we really fight the culture: Can we really fight the culture: $12 $12 billion in ANNUAL junk food ads billion in ANNUAL junk food ads targeting the most vulnerable targeting the most vulnerable population – youth aged 4-14population – youth aged 4-14

Viral Marketing – Stealth Viral Marketing – Stealth ImpactImpact

TrendsettersTrendsetters Generating BuzzGenerating Buzz Connecting with “digitari”Connecting with “digitari” Elite and casual gamersElite and casual gamers Blogs – Collective IntelligenceBlogs – Collective Intelligence Rebellion against “the marketing Rebellion against “the marketing

machine”machine”

– – Stealth SolutionStealth Solution

The 1-5-0The 1-5-0 Beyond DDR: Beyond DDR:

Fads FadeFads Fade FootGamers: FootGamers:

Members OnlyMembers Only

Tap the Casual Game CultureTap the Casual Game Culture The casual game industry is a $ The casual game industry is a $ 2.25 billion2.25 billion a a

year market, currently growing by 20 per cent year market, currently growing by 20 per cent annually with growth estimated at a whopping 20 annually with growth estimated at a whopping 20 percent*percent*

More than 200 million people worldwide play More than 200 million people worldwide play casual games via the Internet. casual games via the Internet.

Last year the average time spent per week playing Last year the average time spent per week playing casual games increased 28 percent to casual games increased 28 percent to 5 HOURS5 HOURS

50% of casual gamers over age 50 play with a 50% of casual gamers over age 50 play with a younger family memberyounger family member

* 2007 market report released by the Casual Games Association

Reinvent computer timeReinvent computer time Reinvent CSAUAL GAMINGReinvent CSAUAL GAMING

We Can BEATWe Can BEAT:: Screens Screens

Sedentary-School Schedules Sedentary-School Schedules Advergaming Advergaming

andandJunk / Fast Food MarketingJunk / Fast Food Marketing

Beyond HFCS: Label Awareness vs Slick Beyond HFCS: Label Awareness vs Slick packagingpackaging

Tell a Story: GOMFTell a Story: GOMF

LISTEN to the kidsLISTEN to the kids

Empower Youth as Change AgentsEmpower Youth as Change Agents

New Culture: ExerGamers and FootGamersNew Culture: ExerGamers and FootGamers

Contact and ReferenceContact and Reference

http://exerlearning.blogspot.comhttp://exerlearning.blogspot.com www.generation-fit.comwww.generation-fit.com www.get-outta-my-face.comwww.get-outta-my-face.com info@generation-fit.cominfo@generation-fit.com Judy Shasek: 541-312-5133Judy Shasek: 541-312-5133

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