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Grades 1-3 Your early readers need to develop positive attitudes about fitness and a healthy lifestyle. There's barely enough time in the day to provide all the programs you'd like to share. You want to create a powerful base for reading and writing success for all. Many schools are using their Reading First, Title I, technology or 21st Century Learning funds to integrate interactive dance video games into their classroom environment.
  • Does your school have PE every day for grades 1-3?
  • Is there adequate outdoor space and time for twice daily recess?
  • Do you have adequate strategies for kinesthetic learners or students who find reading a challenge?
  • Is it easy to manage students who are wiggly, disruptive or unfocused during their learning day?
  • Do all of your students have adequate self confidence and leadership skills?
If you answered NO to any of the questions above, then Dance Develops Readers by invenTEAM/Red Octane is a solution for you.

Without adding lesson plans or time-intensive new roles for you, we have developed a fitness/reading readiness curriculum that provides rhythmic aerobic exercise, eye-tracking and patterning skills, and student-endorsed FUN. Take a moment to explore the research behind this powerful teaching tool.




Dance Develops Readers
Without adding lesson plans or time-intensive new roles for you, we have developed a fitness/reading readiness curriculum that provides rhythmic aerobic exercise, eye-tracking and patterning skills, and student-endorsed FUN.

To begin: You will need interactive dance video game software, two Ignition™; dance mats and a PlayStation2. Whether you obtain this equipment through reading, physical education, or technology budgets or
SES grant funds can be determined. At less than $600, for one station and the training materials, this powerful teaching tool will save you time and provide student success, especially from among your most challenged readers.

Your kinesthetic learners and students who might thrive with a positive behavior modification program will thank you for bringing needed interactive dance video games to the learning environment.

How Does The Program Work?
You can add 10-15 minutes of rhythmic aerobic exercise that includes eye tracking and patterning practice for you entire class as often as you'd like. By simply projecting the game from a TV to a large screen in the front of the classroom, your entire class can "play" simultaneously. You only need two mats for the entire group. Kids love to "ghost" the moves - play interactive dance video games without a mat to practice the steps and join in the fun. By organizing your class into groups of three, students can rotate over to the interactive dance video game station when your teaching allows. The volume can be set very low. Classes in grade 1-3 are excited about playing the game. They learn quickly that they go to the station quietly, use the game appropriately and do not disturb others who are working in the classroom. The Gen FIT training DVD and manual will lead you every step of the way. When interactive games are in the classroom, students miss fewer days. Absenteeism is less especially among your Game Master team leaders. This special honor can go to your most challenged readers. They will be absent less often and more focused on their academic tasks. This allows you to impact their learning better than ever before.

When your "wiggly" students or those who need a behavior modification tool know that accomplishing a task or managing a behavior will result in 2-3 songs on the dance mats you'll be surprised at the results. The GenFIT program (Reading First) reinforces practice - another great learning tool. To learn more about the benefits of this program, visit our Reading First section.

You can begin NOW!


 
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