PE8.11
Demonstrate an understanding of the impact of current and emerging technologies (e.g., computer and video games, fitness equipment such as treadmills, heavy wooden racquets compared to lightweight fibreglass racquets, sports shoes) on fitness, fitness-related career options, and well-being.
Indicators for this outcome
(a)

Discuss the fitness benefits of participation in movement activities that involve the use of electronic gaming systems after experiencing participation.

(b)

Discuss the fitness benefits and the motivation for the creation of electronic gaming systems that involve participation in movement in order to play a game.

(c)

Analyze, after experiencing use, the fitness benefits and the dollar costs of equipment-related exercising options by comparing technologically advanced, less advanced equipment, and non-equipment options (e.g., universal weight training equipment compared to free weights; treadmill compared to walking or jogging).

(d)

Identify the ways that technology has been incorporated into various aspects of participation in movement activities (e.g., the design of equipment, the materials used in equipment, the use of technology to analyze both health-related and skill-related components of fitness – pedometers, heart rate monitors, spirometer).

(e)

Discuss career options that would involve working with technology to support others' participation in movement activities.

(f)

Compare the features and benefits of a variety of equipment used for movement activities (e.g., skate shoes versus court shoes, small headed golf club versus large headed golf club).

(g)

Explain how technology has improved the design and construction of personal protective equipment in a number of sports (e.g., goalie equipment, cycling helmets).

(h)

Express insights in response to questions such as "What role should digital technology play in the world of fitness and well-being?", "How does technology affect me as an active living consumer?", and "What is the motivation for creating electronic gaming systems that involve participation in movement in order to play a game?"

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