A fitness screening model for increasing fitness assessment and research experiences in undergraduate exercise science students

2008 ◽  
Vol 32 (3) ◽  
pp. 212-218 ◽  
Author(s):  
Gregory A. Brown ◽  
Frank Lynott ◽  
Kate A. Heelan

When students analyze and present original data they have collected, and hence have a cultivated sense of curiosity about the data, student learning is enhanced. It is often difficult to provide students an opportunity to practice their skills, use their knowledge, and gain research experiences during a typical course laboratory. This article describes a model of an out-of-classroom experience during which undergraduate exercise science students provide a free health and fitness screening to the campus community. Although some evidence of the effectiveness of this experience is presented, this is not a detailed evaluation of either the service or learning benefits of the fitness screening. Working in small learning groups in the classroom, students develop hypotheses about the health and fitness of the population to be screened. Then, as part of the health and fitness screening, participants are evaluated for muscular strength, aerobic fitness, body composition, blood pressure, physical activity, and blood cholesterol levels. Students then analyze the data collected during the screening, accept or reject their hypotheses based on statistical analyses of the data, and make in-class presentations of their findings. This learning experience has been used successfully to illustrate the levels of obesity, hypercholesterolemia, and lack of physical fitness in the campus community as well as provide an opportunity for students to use statistical procedures to analyze data. It has also provided students with an opportunity to practice fitness assessment and interpersonal skills that will enhance their future careers.

1993 ◽  
Vol 12 (2) ◽  
pp. 193-205 ◽  
Author(s):  
Arnold Scheller ◽  
Bart Rask

F1000Research ◽  
2015 ◽  
Vol 4 ◽  
pp. 898
Author(s):  
Roslyn Gleadow ◽  
Barbara Macfarlan

Making material available through learning management systems is standard practice in most universities, but this is generally seen as an adjunct to the ‘real’ teaching, that takes place in face-to-face classes. Lecture attendance is poor, and it is becoming increasingly difficult to engage students, both in the material being taught and campus life. This paper describes the redevelopment of a large course in scientific practice and communication that is compulsory for all science students studying at our Melbourne and Malaysian campuses, or by distance education. Working with an educational designer, a blended learning methodology was developed, converting the environment provided by the learning management system into a teaching space, rather than a filing system. To ensure focus, topics are clustered into themes with a ‘question of the week’, a pre-class stimulus and follow up activities. The content of the course did not change, but by restructuring the delivery using educationally relevant design techniques, the content was contextualised resulting in an integrated learning experience. Students are more engaged intellectually, and lecture attendance has improved. The approach we describe here is a simple and effective approach to bringing this university’s teaching and learning into the 21st century.


2017 ◽  
Vol 7 (3) ◽  
pp. 63-73 ◽  
Author(s):  
Simon Grey ◽  
David Grey ◽  
Neil Gordon ◽  
Jon Purdy

This paper offers an approach to designing game-based learning experiences inspired by the Mechanics-Dynamics-Aesthetics (MDA) model (Hunicke et al., 2004) and the elemental tetrad model (Schell, 2008) for game design. A case for game based learning as an active and social learning experience is presented including arguments from both teachers and game designers concerning the value of games as learning tools. The MDA model is introduced with a classic game- based example and a non-game based observation of human behaviour demonstrating a negative effect of extrinsic motivators (Pink, 2011) and the need to closely align or embed learning outcomes into game mechanics in order to deliver an effective learning experience. The MDA model will then be applied to create a game based learning experience with the goal of teaching some of the aspects of using source code control to groups of Computer Science students. First, clear aims in terms of learning outcomes for the game are set out. Following the learning outcomes, the iterative design process is explained with careful consideration and reflection on the impact of specific design decisions on the potential learning experience. The reasons those decisions have been made and where there may be conflict between mechanics contributing to learning and mechanics for reasons of gameplay are also discussed. The paper will conclude with an evaluation of results from a trial of computer science students and staff, and the perceived effectiveness of the game at delivering specific learning outcomes, and the approach for game design will be assessed.


1989 ◽  
Vol 60 (8) ◽  
pp. 12-17 ◽  
Author(s):  
Glenn R. Jones ◽  
Diane L. Spitler ◽  
Pamela D. Swan ◽  
Jerald D. Hawkins

2014 ◽  
Vol 11 (8) ◽  
pp. 1635-1639 ◽  
Author(s):  
Shelley Nicole Armstrong ◽  
Daniel R. Henderson ◽  
Brian M. Williams ◽  
Michelle M. Burcin

Background:The purpose of this study was to evaluate a college’s exercise leadership program, which was developed to help students, faculty and staff implement behavior changes necessary to begin and maintain a comprehensive exercise program.Methods:From 2006–2011, a total 66 subjects were recruited and each was assigned to a student exercise leader. Based on comprehensive baseline assessments, each student designed an individualized exercise program for his/her subject. At program completion, the subjects were reassessed.Results:Paired t tests were used to find significant statistical changes (P < .05) among the fitness components. Significant changes as a function of the 6-week exercise program were observed in body weight, body fat percentage, waist circumference, 1-mile walk time, sit-ups, push-ups, and trunk flexion.Conclusions:Getting started is the most difficult step, but beginning an exercise program has immediate benefits. Institutions of higher education are addressing issues of wellness as a means for increasing graduation, retention, and productivity rates among their campus constituents. These efforts are part of a collaborative effort initiated by the American College Health Association known as Healthy Campus 2020. The findings from this study have a direct impact on programmatic efforts.


2018 ◽  
Vol 2 (suppl_1) ◽  
pp. 688-688
Author(s):  
S Forlenza ◽  
D Bourassa ◽  
M Lyman ◽  
M Coughlin

2019 ◽  
Vol 43 (2) ◽  
pp. 140-148 ◽  
Author(s):  
Nicole M. Mullins ◽  
Sara F. Michaliszyn ◽  
Natalie Kelly-Miller ◽  
Leanne Groll

Current physical activity (PA) guidelines recommend that children accumulate at least 60 min of PA each day, and that adults should collaborate across sectors to increase opportunities for PA. Implementing brief classroom PA breaks (CPABs) is one way to help increase daily PA. The primary purpose of this study was to determine perceptions of a 14-wk CPAB program among elementary school children, in the first through fourth grades ( n = 254), at a suburban elementary school, and their teachers ( n = 18). The CPAB program was implemented by university exercise science students, and student and teacher perceptions were assessed through surveys. The children reported that the CPABs were very fun (86%), provided them with a nice break during the school day (88%), were very good for their health (94%), helped them feel more ready to learn (71%), and learn better (50%). The teachers reported that the students really enjoyed the CPABs (100%), that encouraging students to be physically active was either very important (83%) or important (17%), and that they were either very confident (72%) or confident (28%) that they themselves could lead the CPABs. No teacher reported that the CPABs hindered classroom learning. CPABs appear to be enjoyable to both students and teachers, easy to administer, and supportive of learning. Recommendations for improvements within the present collaboration were minimal and could be easily addressed with firmer entrenchment of the program. This collaboration was beneficial and fun for the vast majority involved, and others are urged to implement similar programs.


Journal ◽  
2015 ◽  
Vol 5 (1) ◽  
Author(s):  
Lauren Miller Griffith ◽  
Cameron S. Griffith ◽  
J. Hunter Peden

 This paper explores the relative value of "permanent" working groups versus "ad hoc" groups in large introductory level anthropology courses. The aim is to manage tutor workload while simultaneously enhancing students’ attainment of the learning objectives. In addition, a main learning objective was for students to practice critical thinking and develop an understanding of cultural relativism. We argue that one effective experiential approach to teaching such concepts is collaborative learning with others in diverse learning groups. We explore the factors enhancing such learning experiences. Based on our survey research we conclude that ad hoc groups are better for exposing students to diverse perspectives and permanent working groups are better for fostering an intimate learning experience within a large class. Although our original goals for using groups were mainly pragmatic, our research on teaching methods shows that it exposes students to diverse perspectives. We find this particularly appropriate for courses in anthropology aiming to teach the meaning of diversity and other related concepts. Therefore, we recommend that tutors/instructors choose their collaborative learning strategy based both on their intended learning outcomes and their learning environments.  


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