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gonoodle is creating a world where kids use technology to unplug - interactive digital whiteboard

gonoodle is creating a world where kids use technology to unplug  -  interactive digital whiteboard

A 2015 study published in the journal Pediatrics shows that 97% of children in the United StatesS.
Children under four years old use mobile devices.
The findings also confirm that, regardless of family income or socioeconomic status, six-month-old children are generally exposed to mobile devices.
More than 75% of children over the age of four have their own devices, and nearly 50% use more than one device at a time.
An amazing 20%year-
The old one has its own tablet, while 28% know how to fully operate the mobile device without help.
While these amazing statistics support the growing stigma that today's children are addicted to technology, they are becoming less active and more prone to attention barriers ---
A startup sees this trend as a rare opportunity to change the paradigm by having fun changing the way children learn, act and experience education.
Mobile games, interactive activities and children's games designed by GoNoodle were launched in 2013
Friendly entertainment, offering a "brain rest" that promotes physical activity, active learning, increased engagement, and increased attention ".
Teachers and parents choose from hundreds of custom videos, using GoNoodle to effectively guide the child's energy while breaking the traditional teaching methods and making the learning experience interesting and interesting, contrary to exhaustion or boredom.
After six months of testing
After three years of testing and development, GoNoodle has now been used in more than 600,000 primary school classrooms, generating billions of minutes of fun physical activity.
GoNoodle's "fun" is very appealing and the children continue to play at home on mobile devices, computers and smart TVs.
Now, more than 12 million children are actively involved every month, running, jumping, dancing and stretching in classrooms and living rooms across the United States with GoNoodleS.
In 175 countries around the world.
A study of 608 grade 4 and 5 students showed that students playing GoNoodle improved their math scores by 50% compared to students playing GoNoodle
There are no students playing GoNoodle.
I talked to CEO GoNoodle and colleagues.
Founder Scott McQuigg talks about the vision behind his company, changing the way kids learn in class, and designing an integrated world in which technology and mobile device Education
What specific gaps or opportunities did you find that inspired the idea behind GoNoodle?
Scott McQuaker: My colleague and I
Founder John Herbold, Abby Pecoriello and Aaron Briggs are both parents of young children.
We realized that our children and their friends did not move as we grew up.
The lack of body games for our children and their friends has made us worry that they missed the fun of childhood.
Moreover, we are becoming more and more aware that sedentary life can lead to premature obesity and diabetes in children.
Whether it's screen time at home or most of the time at school, kids don't move enough, which has become a social problem that has to be addressed.
However, we know that, starting decades ago, we can't simply apply the same gameplay approach to a digital age that has a rich entertainment experience with finger sliding.
Several studies have shown how proactive can improve physical and mental health-how can physical activity be directly related to classroom learning or performance improvement?
Scott McQuigg: we are beginning to understand what teachers have always known: healthy, positive children perform better in the classroom.
Teachers are looking for a tool that makes it easy for them to move students so that children can be their best every day. My co-
My founder and I applied our professional background. -
Product Development, Youth entertainment, education and healthcare--
Develop and release GoNoodle.
While we have made great progress in restoring our children's daily lives, we feel that we are just beginning.
In the process of letting this idea fall to the ground, what challenges or setbacks have you encountered?
Scott McQuigg: Today's kids want to be entertained, so in order to make sports videos that kids will focus on at school and at home, we know they have to compete with games that kids play, videos they watch on YouTube, or shows they watch on Netflix.
Producing such high-quality content requires a lot of energy and creativity, a lot of quirks, and a pulse on the evolving world in which children are located.
The challenge we face is to create crazy experiences for kids, trust from teachers and parents, and apply simulated sports to everyone.
Another big obstacle we face at the beginning is learning how teachers use technology in class.
It is very different from the classroom. to-classroom --
A teacher is probably 10-year-
The old computer, while the other uses the new Chromebook connected to the interactive whiteboard.
GoNoodle needs to work in a variety of technical environments, working with teachers across Technologysavvy spectrum.
The negative impact of smartphones and tablets on children--
How should parents and educators deal with the emergence of mobile devices in their children's daily lives?
Scott McQuaker: We know there won't be any progress in technology.
Screens are everywhere in children's lives, and unfortunately often lead to hours of inactivity.
While we are advocates of traditional games, we also believe that technology must be part of a solution to restore children's daily lives.
Parents have a lot of guilt about screen time, but once we start to see technology as our advocate, we all feel more empowered to make informed technical choices with our children.
GoNoodle is one of the smart choices.
We are helping to create a world where "technology" is not synonymous with "sedentary.
"Your philosophy means that children can use mobile devices on a regular basis, both to improve their education and to encourage them to be proactive ---
Your approach makes this both natural and possible?
Scott McQuigg: adults have been using mobile devices to strengthen our education and improve our health since "app" became a household name.
Why can't children use mobile devices in a similar way?
Children like to consume video content through mobile devices.
Regardless of the social situation of the family, the vast majority of children can use smart phones
Economic status, so we will meet them where they are, give them what they like, and inspire them to act.
This makes sense.
The older generation believes that today's children do not have enough to go out or unplug-
Do you think this form of integrated mobile experience is the future of children's entertainment?
Scott McQuigg: GoNoodle's mission is not to replace traditional games with technology, but to invade technology with fun actions.
As mentioned earlier, technology will not make any progress and we are getting smarter and smarter in using it forever.
We are converting screen time to active time, replacing sedentary video consumption with mobile.
We believe that kids who are moving all day are more likely to put down their ipad to play in the park, ride a bike, play football, or take a walk with their family.
In today's climate, it seems groundbreaking to be able to educate and empower children while promoting a healthy lifestyle ---
What brings GoNoodle ahead in space and what factors are at the heart of your product's success?
Scott McQuigg: In order for children to move more in school, we need to make it easy for teachers to incorporate sports into the already crowded school life.
We found that in less than 5 minutes, vigorous, moderate and calm physical activity has greatly improved in behavior, attention, class cohesion and student performance.
By helping teachers better attract students and improve the classroom culture, we are able to inject short and interesting sports activities throughout the school day.
The trust we build with our teachers, and the fact that GoNoodle is very interesting for the children, creates a viral effect for us ---
The teacher told other teachers about the immediate benefits of GoNoodle and the children asked if they could take a break.
"GoNoodle really becomes a part of the spirit of primary school, which proves that sports and learning go hand in hand --in-hand.
Smartphones and tablets are not yet integrated into the American school system. S. --
Do you think this is a way or trend to get into the classroom seamlessly?
Scott McQuigg: more and more schools adopt BYOD (
Bring your own equipment)and 1:1 (
One device per student)
Policy and put a tablet or computer in the hands of young learners.
However, we chose to build GoNoodle to reach all the children in the school by using the shared screen, regardless of the policy --
The shopping cart in front of each classroom has interactive whiteboards, video projectors or large monitors to get the kids up and around.
As smartphones and tablets become more popular in the classroom, GoNoodle is ready for apps to provide a more personalized sports experience for school students.
Taking into account the debate around standardized testing and the practice of preparing students to pass ---
How will products like GoNoodle change the way children progress academically?
Scott McQuigg: a classroom teacher told me that when she first discovered GoNoodle, she wasn't sure how she had time to add "another thing" to her schedule ".
In today's school culture, the pressure to standardize exams is obvious.
But a few days after using GoNoodle, she thought, "I don't have time to not use GoNoodle.
It reduces the time between topic transitions and increases energy, behavior, attention, and productivity.
A study shows how exercise promotes mental power.
It improves reading comprehension, critical thinking, and math scores.
Many states set minimum requirements for each student to have minutes of physical activity per day.
More and more people realize that an active child is a child ready to learn, and many people are aware of the legal status of sports activities before, during and after school.

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After the splicing screen is added with the touch frame, the large screen interaction can be realized, which can be better introduced and publicized by adding the touch frame, and the splicing screen can have the effect of realizing multi-person interactive touch wall, therefore, after the touch frame is added, the use of the splicing screen is more abundant, the configuration requirements for the splicing screen system are lower, and the flexible space for installing the touch frame is larger,
The teaching all-in-one machine must be familiar to everyone, from the earlier computer projector to the present interaction and teaching.
In this era of continuous influx of information technology, the intelligent touch all-in-one machine is well known as the fifth media besides paper media, radio, television and the Internet.
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