0% found this document useful (0 votes)
91 views6 pages

Unit Plan Training Module Gary Sullivan Towson University

The document outlines a proposed VR training module using Beat Saber that has the goals of improving physical fitness and demonstrating applications of VR technology. The module would have students complete pre-planned Beat Saber levels targeting specific stretches and muscle groups over 90 minutes. Students would be assessed on completion of levels with certain scores and combos. The module is intended to teach high school students about physical activity alternatives like VR games.

Uploaded by

api-448857858
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
91 views6 pages

Unit Plan Training Module Gary Sullivan Towson University

The document outlines a proposed VR training module using Beat Saber that has the goals of improving physical fitness and demonstrating applications of VR technology. The module would have students complete pre-planned Beat Saber levels targeting specific stretches and muscle groups over 90 minutes. Students would be assessed on completion of levels with certain scores and combos. The module is intended to teach high school students about physical activity alternatives like VR games.

Uploaded by

api-448857858
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Unit Plan Training Module

Gary Sullivan
Towson University
Introduction

The purpose of this plan is to create a training module utilizing the game Beat Saber, by Beat
Games in order to have participants meet the selected learning objectives. Through a
succession of pre-planned levels, participants will progress through a variety of stretches and
forms, as well as demonstrating hand eye coordination and flexibility in order to meet these
goals. The training module is intended to be completed within one session, but has the
possibility of being expanded through additional levels created by educators or downloaded
from online creators. Ideally, this module would be done in an open area utilizing free
movement VR headsets such as an Oculus Quest or Rift S. There would need to be one per
student involved, but sharing and trading off at intervals would be possible.

Method

This module is being designed in order to make students aware of alternate physical fitness
activities outside of traditional gyms and homes. Simulated exercise through the use of Beat
Saber provides an engaging system by which that can be possible. Students will demonstrate
proficiency in a variety of assessed areas in order to determine competence. The intended
audience for the module is high school learners, but this module could work for anyone who is
embarassed to attend a gym, can’t afford a membership, has time constraints or limited travel
options, etc.

Learning Objectives

Upon successful completion of this training module, participants will be able to demonstrate
proficiency in the following categories:

• Understand the need for physical fitness and activity, and how it can be done
through games in hard times (like quarantine).
• Understand the applications of VR technology and how it can be incorporated
into a daily/weekly physical activity regimen in order to stay healthy into
adulthood.

Required Resources/Material
This part assumes the school has understood the possible benefits of VR and at some point has
created a VR lab within the school. Assuming this is the case, each workstation would need to
have purchased a copy of the game to use with the compatible headset unit. Additionally, there
is a space requirement to utilize VR technology effectively, so minimum distancing will need to
be adjusted and set to not cause any danger to other participants. Additionally, each individual
workstation would need a school steam account login in order to go online, but this is not
necessarily required. PC units utilizing VR technology should have little issues running a game
like Beat Saber, but the minimum requirements are the following:

MINIMUM:

OS: Windows 7/8.1/10 (64bit)

Processor: Intel Core i5 Sandy Bridge or equivalent

Memory: 4 GB RAM

Graphics: Nvidia GTX 960 or equivalent

DirectX: Version 11

Storage: 200 MB available space

RECOMMENDED:

OS: Windows 7/8.1/10 (64bit)


Processor: Intel Core i7 Skylake or equivalent

Memory: 8 GB RAM

Graphics: Nvidia GTX 1060 or equivalent

DirectX: Version 12

Storage: 200 MB available space

Activities

Introduction – 10 minutes. To begin, utilizing the smartboard in the room students are
shown a demonstration video that includes a view of what it
Assuming that students have looks like inside the VR helmet, as well as an outside view of
at some point in their school what they will look like performing the required motion.
career accessed the VR lab Example: (https://youtu.be/7afQsSNWFZQ)
for some other course and
have at least a passing
knowledge of
controls/movement.
Setup/Log in - 5 minutes Students have time to turn on and put on VR equipment, start
the game and select the correct course. The game is already
installed on the student workstations, and each game has the
educator designed course already downloaded for easy
access within the game.
Expectations – 2 minutes Students will be given a brief overview about the expected
outcomes and what they are being assessed on by the end of
the allotted time.
Gaming Time – 90 Minutes + Students have to track their progress through the games to
meet the assessment requirements. After each part of the
assigned course is completed, students need to screen
capture their score, and if they meet the streak requirement
include that as well. Students sharing technology with a
partner can have their partner assist in recording this
information. As a reward for early completion of assigned
courses, students can play optional additional courses with
remaining time left over.
Break / Swap - 10 minutes Students take a breather to relax and get water, or if
resources are limited this is the time where the students
partner takes over.
Peer Assessment/Rubric - 30 Students are given the rubric found below and asked to score
minutes themselves/their partner if they worked together. Students
are expected to include screenshots to support their claims.
Closing - 10 minutes Technology is wiped down. Students are led through a
discussion about key concepts about what they learned in
class. Final questions answered.

Assessment

By the time the students have finished the training module, they should have achieved the
following:

• Successfully achieve at least a B rank on all assigned levels


• Demonstrate a streak of at least 50 blocks in a row at some point within the
module.
To assist in collecting the data for both students and educators, the following rubric would be
provided to help students record their scores during their game time, and record their thoughts
in the peer learning/assessment portion afterwards. This would include the closing discussion.

Assessment Rubric and Score Tracker

Level Name and Stretch/Position being Assessed - Muscle Group Score Highest
Combo
Level 1 – Shoulder Stretch
Level 2 – Triceps Stretch
Level 3 - Quads Stretch
Level 4 - Hip flexor / Lower back stretch
Level 5 - Calf and Hamstring stretch
Level 6 - Neck stretches
Level 7 – Combination Level

Conclusion

This training module demonstrates the possible use of the game Beat Saber as a tool for at
home physical education. Through careful planning by physical educators, levels can be
designed that specifically target certain muscle groups and flexibility standards, all while not
necessarily making the learner aware they are doing so. This module was designed to be
engaging and fun for learners, but also impart knowledge of how to get physical activity in
during something like a quarantine where they are not at school or allowed to go to a gym.
Completion of the training module will make participants more healthy, active people and have
fun doing it.

You might also like