This is an excerpt from Organization and Administration of Physical Education With Web Resource by Jayne Greenberg & Judy LoBianco.
Robotics and Coding: STEM-PE
The third program discussed here is the latest in STEM applications, Robotics. Robotics has not only the obvious application of use in math and science classes, it has enormous applications in physical education to both motivate and engage young children to become physically active (figure 9.11). For students in secondary school it provides an opportunity to learn programming or coding to use various movements to teach anatomical analysis of motor skills. STEM-PE was rolled out at the 2017 Shape America National Convention & Expo during the 50 Million Strong advocacy session. The NAO Robot, named JAI, performs movements such as those shown in figure 9.12.
As you can see from these examples, there are many opportunities for physical educators to be creative and innovative in their use of technology for instructional purposes. The utilization of technology has no limits or parameters in educational planning, programming, and student engagement.
FIGURE 9.11 A robot motivates young children to engage in physical activity as the class leader.
Active gaming, which utilizes technology in the form of games and fitness equipment, has become hugely popular as a way of engaging and motivating youth and adults to become physically active. Chapter 8 has an extensive section devoted to the use of technology predominately implemented in school site wellness centers. From the earliest version of wired Dance Dance Revolution to the more technologically integrated game bikes and multisensory fitness equipment, active gaming and technology have a perpetual place in all conversations related to technology and physical activity.
FIGURE 9.12 Sample movements based on coding.