While most see the future of humans as this ⬇
I see it more as this ⬇
The merging of humans and technology has already begun, and there is no stopping the progression. Most of us right now are either wearing a smart watch or holding a smart phone. Depending on how they are used, they can either be time-wasting and distracting devices, or powerful tools for education, communication and data collection. I believe that technology will continue to be integrated into physical education and make major improvements along the way.
The focus of physical education over the last couple of decades has been to go away from a sports model and more towards a fitness and health model. I see this trend continuing for many years to come. Technology will also continue permeating and improving the fitness industry and physical education as a result.
Fitness and health are big business, and only growing bigger. Worldwide, it is estimated that the fitness industry is now worth over $100 billion, up from $94 billion in 2018 and $87 billion in 2017. With this boom comes more advanced and cheaper technologies. In the future, I expect every student in P.E. class to have a real-time tracking device such as the WHOOP strap. The WHOOP strap keeps analytics on heart rate, effort, sleep, recovery, and more. I imagine a class, all plugged into an app displayed on a projector, all competing to see who can burn the most calories during a class period. Having students see the actual, internal effects of movement on their bodies could be a powerful tool.
If there's one thing obvious regarding technology today, it's that kids love video games. And why wouldn't they? They are immersive, exciting, challenging and rewarding. Video games teach concentration, reaction-time, problem-solving and multi-tasking. Instead of fighting against them, why not embrace them and combine them with physical education? In my P.E. program, I have begun doing just that. In 2017, I came up with the idea of
Cardio Guitar Hero, which combines movement with the popular video games of the early 2000s. This year, we incorporate the Lumo Play interactive software, which described in a previous blog post. This is only the beginning. In the future, I imagine students walking into a physical education classroom and entering "The Void"...
The Void is a full-immersion virtual reality experience. The players are plugged into a mobile gaming virtual reality system, and free to navigate the building while playing the game. The gaming suit and environment provide the player with real-time sensory feedback associated with the game. Now, I know having 40 students all plugged in, dodging imaginary threats around the gym does sound impractical. What I imagine, is a set of
omnidirectional treadmills on the perimeter of the gym, as well as other pieces of cardio vascular equipment integrated with virtual reality. How cool would it be for a student to put on a head set, jump on a stationary bike and virtually ride the Tahoe Rim Trail? Or a jump on the treadmill and hike a simulation of the Great Wall of China?
While these technologies are expensive and cumbersome now, they will only get cheaper and sleeker in years to come. There is no stopping technology. Instead of railing against it, and trying to stop it, I believe that we as physical educators should embrace it and use it for good.
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