Computer Games vs Sport

The activity allows the students to explore social, ethical, economic and health issues relating to the use of Nintendo Wii compared to doing real sports and present their findings in a persuasive, coherent and focused argument. Students identify arguments for and against the topic, researching information needed to support those arguments and presenting the findings

The activity, from the Institution of Engineering and Technology (IET), can be introduced using the film Virtual Sport. It can be used to set the scene for the Wii collection of activities by providing a ‘big picture’ in relation to the connection between society and health and the development of new technologies.

 

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