Smart Cycle: Difference between revisions
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'''Smart Cycle Physical Learning Arcade System''' is a stationary bicycle for children ages three to six that allows for interactive learning. <ref name="Smart Cycle">[http://www.fisher-price.com/fp.aspx?st=5450&e=mainproduct Smart Cycle, Fisher-Price.com]</ref> |
'''Smart Cycle Physical Learning Arcade System''' is a stationary bicycle for children ages three to six that allows for interactive learning. <ref name="Smart Cycle">[http://www.fisher-price.com/fp.aspx?st=5450&e=mainproduct Smart Cycle, Fisher-Price.com]</ref> |
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[[Image:FPSmartCycle.jpg|right|200px|thumb|The Smart Cycle by Fisher-Price]] |
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Revision as of 18:07, 4 October 2007
Smart Cycle Physical Learning Arcade System is a stationary bicycle for children ages three to six that allows for interactive learning. [1]
Background
The Smart Cycle, by Fisher-Price, was created to encourage active play in children. [2] A child-sized exercise bike, the Smart Cycle connects to a television's AV jacks. The accompanying learning software provides word and number games that children play by pedaling the bike and using the onboard joystick. The gaming action increases as the child pedals faster. Children can play learning games and have races with friends or against the computer. Learning games include matching, spelling, numbers, shapes and motor skills activities. [3]
Smart Cycle Games and Learning Activities
Games:
Math Mountain
Shape Lake
Number Fields
Letter Creek
Children practice these skills while pedaling the Smart Cycle:
Upper and lowercase letters
Numbers and counting
Spelling
Problem-solving
Shapes
Matching
Creativity
Spatial reasoning
Motor skills
Partnership with Richard Simmons' Ask America Project
Fitness expert Richard Simmons joined with Fisher-Price in advocating active play for children at the February 2007 American International Toy Fair. [4] Mr. Simmons is fighting to get the No Child Left Behind Act to include a focus on physical education in all of the nation's schools. As a former obese child himself, Mr. Simmons wanted to help Fisher-Price introduce the Smart Cycle as one way children can begin learning about the benefits of physical activity by playing interactive learning games. [5]