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Health and physical education

Health and PE and e-learning

As new online tools and resources become available, new opportunities present themselves for improving learning and teaching approaches in ways that meet the individual needs of diverse learners.

Health and physical education encompasses three different but related subjects:

  • health education
  • physical education
  • home economics.

These subjects share a conceptual framework and achievement objectives. 

Planning to use ICTs – questions to think about

  • How could you rethink your health and PE planning to incorporate digital technologies so that they support learning and teaching?
  • How can you use digital technologies to enable students to:
    • access a broad range of information
    • sustain and form new relationships
    • organise and manage tasks
    • record and analyse their performance
  • In what ways can digital technologies assist you in teaching and assessment?

Use or create instructional videos to prepare the students for the lesson to come.

e-Learning approaches and tools

Heretaunga College PE and Health YouTube channel  – teachers use Screencastify  to create short instructional videos that students can revisit as often as needed.

Flipped learning in PE  – Carl Condiliffe, NZ PE teacher, describes how he flips learning in this podcast from Connected PE.

Blending with Moodle  – Sue Parkes, used Moodle so her Home Economics NCEA Level 2 students could access online resources and engage in discussions to find more information about their assigned tasks.

More information »

Flipped learning

This section of the enabling e-learning website explains flipped learning and how to flip you classroom in any learning area.

Support students to take ownership of their learning. Provide learning options and guidance for students to choose what and how they will learn based on their personal interests and strengths.

e-Learning approaches and tools

Self-directed learning with QR codes – Create, or enable students to create, QR codes, to support self-directed learning activities such as video demonstrations of specific skills, circuit activities, promoting safety techniques.

Engagement with digital badges – Motivate students to complete tasks inside and outside of school by collecting digital badges; recognise achievements, specific skills, and goals.

Using video – use video to model or demonstrate new skills, record students in action and provide immediate focused feedback about performance.

  • CoachMyVideo app  – instant analysis of a performer. Review a performance straight away, or on delayed playback so that students watch themselves. You can have it on split screen, to compare two performers at the same time, or compare your performance with an elite athlete by downloading the clip from YouTube. It allows you to pause and rewind and compare both performances in slow motion. A free app for iPad/iPhone.

Gathering student viewpoints or questions

  • Poll everywhere  – an online tool, which can be used to gauge student understanding and for class discussions about more sensitive health topics, encouraging input from quieter students. As responses are collected, the responses become a word cloud. The basic version is free for schools.

Building digital citizenship

  • Digital citizenship  – Information about digital citizenship and keeping students safe online, including discussion starters and practical steps for school leaders and teachers.

Gathering, sharing, and analysing data

  • Personalising and extending athletic achievement using SportyPal  – Stanley Avenue School students take increased responsibility for their personal fitness using SportyPal  in this snapshot of learning.
  • Google forms  – Create a form for students to submit their data from their fitness goals. Students can use this or other data-loggers to measure effort expanded in different activities and to record improvement in fitness levels.
More information »

Using digital technologies to support learner agency

This section of the enabling e-learning website explains what learner agency is and the effect it has on learning. It includes school stories and resources.

Learning objects or games provide a safe and engaging approach for students to develop critical thinking and problem solving skills.

Game-based learning tools

ReachOut Orb  – a game designed to engage Year 9 and 10 students with tools and strategies that can improve their wellbeing. Students enter a virtual world where The Glitch (a negative force) has taken over and drained colour from the world. Students will interact with different characters in an attempt to boost their own and other characters’ wellbeing, and to return colour and positivity to the world. The game is built for both iPad and desktop. To access the game and teacher resources, sign up for free. ReachOut is an Australian online mental health organisation. 

Gamification with Carl Condliffe  – Carl Condliffe, a PE teacher from Wellington, shares his experiences leveraging gamification in the PE classroom and how you can do the same in this podcast from the Connected PE community.

Gamification of human anatomy  – Tim Gander, Assistant Head of health and PE at Gisborne Boys' High School, profiles "Poke-a-muscle" and "whack-a-bone", two web apps, he is using to encourage student engagement in his blog post

Escape Room – a cross curricular approach to gamified learning in PE  – An escape room scenario that encourages skills learning as well as cooperative gaming skills. This can be done with a physical space and equipment, or in digital form with Breakout EDU .

Interland  – an online adventure game, created by Google, for primary school students to play their way to digital safety.

Fruits of survival  – a "pick-a-path" game to support healthy food choices in the context of a 15 year old teenager in a war zone. After playing the game students could create their own versions for identified needs.

CSI: Food Felons  – A webquest style game where students are asked to solve food safety "crimes".

More information »

Game based learning

This section of the enabling e-learning website explains how teachers can motivate, and promote learning using game-based thinking and techniques.

Digital technologies enable connection and collaboration, which can contribute to the knowledge, self-esteem, and empowerment of individuals as they work together to accomplish group goals.

e-Learning approaches and tools

Collaborating to support teaching and learning in physical education in the Port Hills ICTPD cluster  – Teachers and students use a wikispace to collaborate across the cluster. Students create digital presentations of the games they play, promoting effective teaching practice in PE through peer reflection opportunities.

Over the back fence  – Once a week your class can connect to Rosmini College students who will teach a short, simple lesson via Zoom or Skype at an agreed time. Select a topic from the list emailed to you prior to the start of lessons.

Using digital technologies in the health and physical education curriculum can provide an opportunity for teachers and students to capture and reflect on specific learning outcomes.

e-Learning approaches and tools

Using video to record students in action and provide immediate focused feedback about performance.

  • CoachMyVideo app  – instant analysis of a performer. Review a performance straight away, or on delayed playback so that students watch themselves. You can have it on split screen, to compare two performers at the same time, or compare your performance with an elite athlete by downloading the clip from YouTube. It allows you to pause and rewind and compare both performances in slow motion. A free app for iPad/iPhone.

Videos can be stored in the cloud in a YouTube or Vimeo account, which have a range of privacy settings.

Evidence and reflection online

Online portfolios enable students to include videos and images of their work as part of their goal setting and reflections.

  • e-Portfolios   – information, examples, and resources to support using e-portfolios.
  • Blogging   – information, examples, and resources about blogging.
More information »

Augmented Reality

Video tutorial: DAQRI #4DStudio  – A tutorial and discussion of ways to use augmented reality in a health and PE programme.

GarageBand2

Students at Somerville Intermediate School developed their own dance tracks for their morning exercise programme using GarageBand.

Tags: Health and physical education, The Arts, Multimedia – audio/music/sound, Primary, Upper primary

SportyPal

Students at Stanley Avenue School in Te Aroha were empowered to take increased responsibility for developing their personal fitness using the utility application SportyPal.

Tags: Health and physical education, Mathematics and statistics, Utilities/tools/gadgets, Primary, Upper primary

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Collaborating to support teaching and learning in physical education in the Port Hills ICTPD cluster

Teachers and students use a wikispace to collaborate across the cluster. Students create digital presentations of the games they play, promoting effective teaching practice in PE through peer reflection opportunities.

Blending with Moodle

Sue Parkes, used Moodle so her Home Economics NCEA Level 2 students could access online resources and engage in discussions to find more information about their assigned tasks. This short case study looks into the teacher’s and students’ learning experiences with a blended approach to learning and teaching.

Health education resources

Sparklers

A NZ resource for educators to support tamariki to learn the skills they need to build positive mental health and cope with life’s challenges.

ReachOut Schools

ReachOut Schools' full suite of classroom resources is based on the latest evidence to help you promote, and get students thinking about, their mental health and wellbeing. The resources are designed to be flexible and interactive. They cover topics from exam stress, bullying, and building resiliency, to ReachOut Orb (a serious learning game).

ReachOut Orb

A game designed to engage Year 9 and 10 students with tools and strategies that can improve their wellbeing. Students enter a virtual world where The Glitch (a negative force) has taken over and drained colour from the world. Students will interact with different characters in an attempt to boost their own and other characters’ wellbeing, and to return colour and positivity to the world. The game is built for both iPad and desktop. To access the game and teacher resources, sign up for free. ReachOut is an Australian online mental health organisation.

The NetSafe kit for schools

This kit sets out a comprehensive programme of cybersafety for schools based upon infrastructure of policies, procedures, and use agreements, an effective electronic security system, and a comprehensive cybersafety education programme.

Physical education resources

e-Learning and pedagogy

An outline of teaching approaches with examples of digital tools and resources useful in teaching across health and physical education from the NZ Curriculum senior secondary guides.

The PE Geek – Physical education and technology

Learn how to use game changing technologies in your PE classroom.

Technology in Physical Education  

A crowd sourced presentation on Google slides.

A framework for meaningful tech usage in PE

A podcast from the PE Geek discussing the SAMR model and how to use it when planning for the use of technologies in a PE classroom. The SAMR framework helps apply a thoughtful analysis to each new tool, app, or technique and consider how it might be of benefit.

Secondary PE – The human body teaching resources

PE teaching resources and ideas for engaging pupils with the organs of the body, and the function of each. 

Technology in action

A PDF document outlining fitness and PE games that also incorporate technology.

The A–Z of PE apps

An alphabetical list of useful PE apps that encourage student engagement and enhance teacher planning.

Monsuta Fitness

Turn your school into a fitness game. Place virtual monsters in your school or local town and have your students hunt and battle them with exercise.

CoachMyVideo app

Review a performance straight away, or on delayed playback so that students watch themselves. A free app for iPad/iPhone.

Heretaunga College PE and Health YouTube channel  

Short instructional videos that students can revisit as often as needed.

Flipped learning in PE  

NZ PE teacher, Carl Condiliffe describes how he flips learning in this podcast from Connected PE.

Digital technologies, learning and PE

There is limited evidence on the digital technologies and social media sites young people engage with for learning about health outside of formal educational settings, and the potential impact of the material accessed on young people’s health-related behaviours. This webinar will provide an introduction to what is currently known and not known about how digital technologies can be used to maximise students' learning about health.

Home economics resources

Blending with Moodle  

This snapshot of learning describes how teacher, Sue Parkes used Moodle so her Home Economics NCEA Level 2 students could access online resources and engage in discussions to find more information about their assigned tasks.

e-Learning tools

QR codes in the classroom

This page, from Kathy Schrock's website, provides links to QR code readers and creators and lots of practical ideas for their use in the classroom.

Classbadges

A free website for teachers with a badge catalogue, or templates for teachers to create their own badges for students.

Google forms  

Part of the suite of Google Apps. Use Google forms to gather information by creating questionnaires or surveys. Data gathered can be analysed using Google sheets.

Wikispaces classroom  

A free social writing platform for teachers and students supporting collaboration

e-Learning community discussions


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