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.
Show health and safety information
Please be aware that resources have been published on the website in the form that they were originally supplied. This means that procedures reflect general practice and standards applicable at the time resources were produced and cannot be assumed to be acceptable today. Website users are fully responsible for ensuring that any activity, including practical work, which they carry out is in accordance with current regulations related to health and safety and that an appropriate risk assessment has been carried out.