Character
Citizenship
Communication
Collaboration
Critical Thinking
Creative Thinking
Grade Level - 7th and 8th grade Health & PE
SOL/Standard -
SOL #7.3- 5 Components of Fitness
SOL 7.3, H7.1#- Activity and Sleep Log
SOL #7.3- FITT Principle
Students learned practical skills with technology, citizenship with empathic thinking, and healthy habits as they created prototype fitness apps designed for a specific person’s needs. They had to put themselves in the other person’s shoes to consider the exercises they can complete, the foods best for their age and extra elements that would contribute to an individual’s overall health and motivation. This involved using Google Slides in a new way to simulate app design as well as custom exercise videos they created with green screen technology and WeVideo.
Later these groups presented their apps for a peer review panel held at the ACE Center at Hermitage. The judges came from ACE programs in Physical Therapy, Sports Medicine, and Gaming and Web Design. In their presentations they shared the health needs of various personas like grandmothers, teen athletes, middle age fathers, video gamers and more. It was all about the thoughtful, empathetic details. The teams presented to the crowd, and went through a "Shark Tank" set of questions and answers. The panel chose Urvika and Zoe for first place with "Future Fitness," an app for a middle-aged dad. Second place went to "Mario Planet Fitness" by Sean, Jabril, and Kenneth, a fitness app for gamers. An honorable mention went to Kaliyah for "Raven's Routine," a motivational app for a teen girl with special needs.
All students learned about the importance of empathetic design in the health field and have gained many skills in defending their designs on the public stage. They have shown that there can be health apps for all!
I enjoyed customizing the app for a specific person (middle aged father) and learning about what would benefit his health needs. I also liked learning a new skill with professional video editing that I used for our fitness demonstrations.
-Urvika B.
The collaboration with the ILC enhanced student learning by guiding them in selecting the right tools, troubleshooting issues, and applying best practices in the "app development." By fostering collaboration, problem-solving, and advocacy skills, we helped students create innovative, inclusive fitness apps while developing project management skills and getting "real world" feedback.
I liked how we got to choose our own person to create the app for and had choices with this project where the teacher didn’t tell us what to do. I really like to play video games, so I could also bring that into the project.
-Sean S.
My favorite part of the app project was presenting on the stage with my partner to explain our app to an audience. That was new for me.
-Eva E.
My favorite part of the app project was making it for people who are older. They can still get well, be healthy and work on their fitness even though they are not able to do the same things as someone in our (middle school) age group could. They can still help themselves physically, and I have added ways in my app that can show them how.
-Christian M.
Teacher assisting students who are working on an app design for grandmothers.
Future Fitness by Urvika & Zoe
Chosen Persona: Busy Parent: Miguel, a 35-year-old parent of two, juggles work and family responsibilities. He requires 15-20 minute workout routines that can be done at home, meal prep ideas for quick healthy dinners, and reminders for staying hydrated throughout the day.
Mario Planet Fitness by Kenneth, Jabril, & Sean
Chosen Persona: Teen Gamer: Yoshi, a 16-year-old avid gamer, is interested in staying active through gamified workouts. The app should offer fitness challenges that unlock rewards and can be integrated with her favorite games.
Summer's Fitness App by Skylah and Demiyah
Chosen Persona: Teen Athlete: A 15-year-old soccer player, wants to enhance her stamina for upcoming tournaments. She needs a training schedule that integrates cardio, strength, and flexibility exercises, along with performance tracking and nutrition advice tailored for athletes.
Raven's Routine by Kaliyah
Chosen Persona: Adolescent with Special Needs: Raven, a 14-year-old with autism, benefits from structured routines. He needs visual cues for exercises, calming activities, and a reward system to stay motivated.
Student flyer advertising their Mario Planet Fitness app when presenting for the panelist reviewers.
Students collaborate on the content they will include in their app while working with AI prrograms to generate imagery that fits the persona they chose.
Students use green screen technology as they make exercise videos that will meet the needs of their chosen persona.
Students presented their apps to a review panel from the ACE Center at Hermitage. Student reviewers were chosen from the Physical Therapy, Sports Medicine, and Gaming and Web Design classes. Rolfe students answered targeted questions about their apps after presenting in the large venue.
John Rolfe Middle JRMS
Thank you to Henrico Education Foundation (HEF) and the following teacher innovators who made this event possible:
Innovative Learning Coach: Allison Boyd
Lindsay Ingram, Associate Principal ACE Center at Hermitage
Hermitage ACE Center Students Panel Judges:
Zahra Pontonporo – Sports Medicine
Casar Moreno – Sports Medicine
Alec Stutman – Physical Therapy
Kamaya Hunt – Physical Therapy
Amaan Dhanani – Game & Web Design
Richard Grandt - Game & Web Design
Dr. William Crowder, Assistant Director of Workforce and Career Development
Crystal Sarvay, Center for Allied Health
Robbi Moose, Specialist of Teaching and Learning
ACE Center at Hermitage Teachers:
Bobbi Southard, Sports Medicine
Rebecca Mannion, Physical Therapy
Omega James-Moore, Business Education