Embracing Wearable Technology and Gamification in PE Lessons

As children become increasingly unfit at a time when their physical activity levels are at a critical juncture, a leading youth sports charity, the Youth Sport Trust, is calling for technology to become an integral part of physical education in schools. The charity warns that physical education and school sport are at a critical crossroads and should remain a key priority. According to a report by the Future Foundation, a global trends consultancy, the integration of technology in PE lessons can empower young people, rather than disempower them, and help motivate pupils to engage in physical activity.

Key Takeaways:

  • The Youth Sport Trust is calling for wearable technology and gamification to become a key part of physical education in schools, citing its potential to empower young people and motivate them to engage in physical activity.
  • The charity warns that physical education and school sport are at a critical crossroads and should remain a key priority.
  • The report by the Future Foundation highlights the potential of wearable technology and apps, such as Run An Empire, to track physical activity and engage young people in sport.
  • Gamification, as seen in the example of Run An Empire, can motivate young people to engage in physical activity and be used by PE teachers during lessons.
  • The report also highlights the potential of technology to enable teachers and parents to effectively monitor and analyze the activity and fitness levels of children and young people.
  • The Youth Sport Trust believes that data collected from technology can be used by the government and sporting bodies to create more effective sporting policy.
  • The charity's online programme, Skills2Achieve, is an example of how technology can be used to help teachers plan, record, and evidence pupil progress in PE, sport, and physical activity.

Statistics:

  • According to the report, young people are becoming increasingly dependent on smartphones and tablets, with a potential 85% of young people predicted to need to have access to some form of digital technology during lessons.
  • A report by the Future Foundation highlights that wearable technology and apps can be used to track physical activity and engage young people in sport, with 76% of young people saying they would be motivated to exercise if it was a game or competition.
  • The Nabu fitness band, a wristband that tracks steps, calories burned, and hours slept, has been used in a virtual running game in China, demonstrating the potential for wearable technology to be used to incentivize physical activity.

Sources:

  • The Class of 2035 report, conducted by the Future Foundation.
  • Youth Sport Trust.
  • Future Foundation, a global trends consultancy.
  • Joshua McBain, project director of the Future Foundation.
  • Ali Oliver, chief executive of Youth Sport Trust.
  • Skills2Achieve, an online programme developed by the Youth Sport Trust and Sportsdata.
  • Run An Empire, a gamified sport app.
  • Nabu fitness band, a wearable technology device.
  • Tancent, a publisher in China.
  • Razer, a gaming tech company.