Typically, physical education takes place in a gym, on a playground, or in a field. Using technology in PE, however, is altering that standard as well as the basic ways in which the teacher and the student interact. Up until a few years ago, most of us had never even heard of a virtual fitness program—mostly because except for what the Wii had on it, it didn’t really exist. Tech and fitness are even more natural collaborators when considering the little-discussed educational goals for fitness and health that PE teachers of yore and today make with students. Tech and fitness are key trainers when it comes to layered instruction and understanding the many facets of physical and mental well-being necessary for anything close to mastery of the human condition.
Why Choose Digital Training?
Physical education virtually reaches a much wider audience than before. Not only are virtual programs bound by fewer limitations in terms of where and when they can reach their audiences, but they also tend to be much more audience-centered, with even more engagement capabilities. This is due to the vast improvements in technology, especially in the area of virtual headsets, that make exercise much more exciting and interactive, more so than ever before. On the other side of the equation, virtual PE programs are also really beneficial for those with irregular or busy timetables by allowing them to partake in a PE class at their own pace, during their own time, and in their own space, which is partly why we as a department have pivoted toward them.
Applying game-design elements to something not considered a game scene and showing that it can make that scene more enchanting and engaging has been a common thread throughout human history. In most recent times, however, gamification has not only touched heavily upon the physical fitness scene. It can be considered almost as a means of virtual reality, in which an experience that should be natural and full of vigor can be completely turned upside down, left to the devices of the better angels of the gaming scene.
The Challenges of Virtual Fitness and Gamification
Technological Barriers
One of the biggest obstacles to integrating tech into PE is the “digital divide.” Simply put, not all students have access to the devices, connectivity, and/or skill set needed to join virtual fitness classes or programs. Schools and teachers (or organizations like OpenPhysEd) must come up with ways to provide this technology or create low-tech activities so that all students can participate.
Screen Time and Physical Activity Balance
Virtual fitness programs increase screen time but also contribute to physical activity. Technology usage for fitness and promoting outdoor and offline physical activities should have a fine equilibrium. Educators shall design a program that forces students to step away from the screen and do real-world physical exercise.
The Importance of Correct Technique
In virtual fitness, it can be difficult to see if students are doing a movement technically correctly causing a possible higher risk injury, so teachers need to give very clear instructions/demonstrations to avoid potential injury, adding live virtual classes where instructors can see you and make corrections helps.
Incorporating technology into physical education through virtual fitness and gamification offers numerous benefits, from increased accessibility and personalized fitness plans to enhanced engagement and comprehensive health education. However, educators must address challenges such as technological barriers, balancing screen time with physical activity, ensuring proper technique and safety, and maintaining motivation and accountability. By thoughtfully integrating technology and addressing these challenges, educators can create innovative and inclusive physical education programs that inspire students to lead active and healthy lives.