The National Track and Field Hall of Fame Museum
Technology-based Curriculum Units
[sports equipment] [sports broadcasting] [power systems] [health, fitness and nutrition] [biomechnics]
Below are five curriculum units that were designed by Media Workshop. These units complement exhibits at the Track and Field Hall of Fame Museum and are designed for use in the adjacent technology center or for implementation in the classroom following a museum visit.
Each unit is summarized below, and a link is provided to the unit and project.
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Sports Equipment Student
Web Quest
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Sports Broadcasting and World Records
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A media literacy activity, "On Your Mark, Get Set, Go!" transports participants to some of the most exhilarating Track and Field events in recorded history. Microphone in hand, museum visitors provide oratory captions to the moving images, and in the process acquire a greater understanding of the Track and Field event, the athletes participating, and the social context in which the particular race was run (i.e. Jesse Owens in Hitler's Germany). Each broadcaster is supplied with producer notes highlighting important information connected to the event. In preparation for the production phase of the workshop, the team of commentators generates a script and solidifies the commentator personalities. Through prerecorded video clips, professional commentators provide the rookies with insight, and keys to the trade. Participants are given one rehearsal to iron out the kinks, after which it is "Lights, Camera, and Action!" Learning Activity Overview (includes Notes for the Instructor) |
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After exploring the Power Systems Interactive exhibit and the Biomechanics Graphic Panel, students will participate in a workshop that examines the science and mechanics of human movement. Through guided discussion and engaging visual aids, participants will be introduced to the role our nervous, muscular and skeletal systems play in generating movement. Participants will then explore the mechanics of human movement (walking) by creating a fifteen frame digital animation of their bodies in motion. Learning Activity Overview (Includes Notes for the Instructor)
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| Health, Fitness and
Nutrition Through a number of guided activities, students will learn about the importance of healthy eating habits and heart rate, specifically as it relates to overall good nutrition and fitness. These activities are meant to introduce children to the importance of nutrition and monitoring heart rate as it relates to physical fitness. At the start of each of the activities, students will be able to navigate through preselected resources related to the main topic in each activity. Students will then have the opportunity to compare their own levels of health and fitness to those of Track and Field athletes. After completing the first two discrete activities students will create a personalized brochure that highlights tips for healthy eating and fitness, as well as includes their own personal nutrition and fitness goals. Introductory Online Curriculum (for students w/ culminating activity) Activity #1 Activity #2
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Based on a graphic wall panel outlining the various aspects of biomechanics
in the National Track and Field Hall of Fame, this interactive multi-media
educational game will focus on the forces and effects of running on athletes,
including injury and its prevention. Each athlete has an established goal, such as placing in their high school track meet or qualifying for the Olympics, and the user must create a training schedule and overcome obstacles for their athlete to succeed at their challenge. In order to individualize the players experience and recreate the everyday randomness of life, a database will need to be created that provides random outputs that correlate to the choices a player makes for the athlete. |
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Throughout the game, the user gets advice and guidance from a coach and other important people in the athletes life (teacher, teammates, friends, parents, siblings, etc ). These people will either appear in animation or as an icon accompanied by text. The user can also click on the icon to hear the text read aloud. At various points in the game the user can click on icons to open pop-up windows to see videos of athletes and experts giving advice, or to view real-life experiences related to the obstacles and choices faced by the user. Depending on the choices the player makes for the athlete, the athletes ultimate goal will be accomplished to a degree along a continuum, ranging from being highly successful in a race to becoming injured, and therefore forfeiting their opportunity to participate. At the end of the game (after all obstacles have occurred and it is time for the race), the player will view an animated outcome of their athletes accomplishments running in a race, sitting on the bleachers with a pulled hamstring, etc...[If the game is created for the web, daily scores of players may be posted on the games web site.] |
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