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:
These subjects share a conceptual framework and achievement objectives.
Planning to use ICTs – questions to think about
Use or create instructional videos to prepare the students for the lesson to come.
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.
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.
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.
Gathering student viewpoints or questions
Building digital citizenship
Gathering, sharing, and analysing data
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.
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.
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.
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".
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.
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.
Using video to record students in action and provide immediate focused feedback about performance.
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.
Video tutorial: DAQRI #4DStudio – A tutorial and discussion of ways to use augmented reality in a health and PE programme.
During 2013, students at Stanley Avenue School in Te Aroha were empowered to take increased responsibility for developing their personal fitness using the utility application SportyPal.
Leaders at St Thomas of Canterbury College lift engagement by embedding gamification and agency into learning.
Students at Somerville Intermediate School developed their own dance tracks for their morning exercise programme using GarageBand.
Geocaching was used at Papatoetoe High School to strengthen students’ "learning to learn" capabilities, and deepen teachers’ understandings of effective teaching.
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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.
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.
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' 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).
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.
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.
A short, online chapter book with an antibullying theme available in te reo Māori and English. Reading options include: read, read to me, and watch. This resource has been developed by the Ministry of Education. It contains information for parents, discussion questions, and links to bullying information and resources.
A web app offering young people comprehensive solutions around dealing with online bullying and other issues. Sticks 'n' Stones have developed this online resource.
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.
Learn how to use game changing technologies in your PE classroom.
A crowd sourced presentation on Google slides.
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.
An alphabetical list of useful PE apps that encourage student engagement and enhance teacher planning.
Review a performance straight away, or on delayed playback so that students watch themselves. A free app for iPad/iPhone.
Short instructional videos that students can revisit as often as needed.
NZ PE teacher, Carl Condiliffe describes how he flips learning in this podcast from Connected 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.
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.
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.
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.
Join these groups to participate in topical discussions with other teachers/educators.