Inspiration
National Learning Network student's are talented, ambitious students with massive potential to lead and drive change in Irish communities. Lack of access to accessible spaces to exercise and move during the pandemic negatively impacted on both physical and mental health of people across the country. National Learning Network, as a community of people with lived experience of disability and disability allies can find solutions to overcome barriers to participation in sporting and social activities for people with disabilities through technology in our own training centres. With a network of 50 training locations, we can make real change together and increase opportunities for people with disabilities to be more physically active while having fun and developing friendships.
What it does
Using technologies such as mainstream Nintendo Wii as an introduction to gamification of movement we will introduce more products to the learning environment. We are researching products such as such as https://lymb.io/ or https://multi-ball.com/. Our vision is to create spaces that can support each student attending one of our colleges to access up to 30 minutes of movement per day - sometimes as part of a class, other times as part of the social experience of college with peers. The emphasis will be on inclusion, considering how people with diverse physical capabilities have equitable opportunities to engage with the technology, physical activity and movement.
How we built it
We are just at ideathon stage at present. Preparing to the Global Design Challenge solidified for us what the "ask" is and is now bringing us closer to defining clearly resource implications for the "Gamification of Movement" Movement in National Learning Network.
Challenges we ran into
It was initially challenging to introduce the concept of gamification of movement throughout the organisation and evidence the impact this will have the student experience and student wellbeing. We identified some early adaptors amongst staff and students. Their positive experience was both authentic and credible helping us is to describe the vision and show potential for the gamification of movement.
Accomplishments that we're proud of
Finding a community of gamers in both the student and staffing body that are ambassadors for gamification of movement and will be the drivers for change in increasing equitable opportunities to engage in physical activity through technology.
What we learned
We learned that we don't have all the answers and need to engage with people who will look at the "Gamification of Movement" Movement in National Learning Network with an external lens. We need expertise in how to identify the right products that will impact positively with the student experience of college and of physical activity. We got guidance and support from an industry expert to help us explore products and see possibilities. Where is the evidence of positive impact from the students perspective? We will be asked this to look for future investment in growing the movement. Linking with a university to complete research as we move from ideation to practice would be hugely beneficial. We would also like to focus on impact measurement, understanding baseline data on levels of physical activity and how gamification of movement supported in positive change.
What's next for A "Gamification of Movement" Movement
While socialising the concept of the "Gamification of Movement" Movement for the purpose of the hackathon, we secured funding to explore and purchase products in flagship locations - National Learning Network Roslyn Park College, Mullingar and Kerry. Our next step, if successful in securing further funding would be to identify a research partner as part of our journey. Co-production and co-design are seen as critical success factors and we want students with disabilities as part of the core team bringing the "Gamification of Movement" Movement forward in National Learning Network.
Built With
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