SMARTfit Functional and Brain Fitness Games for SMARTfit Combo. Getting Started User Manual Rev 7.1

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1 SMARTfit Functional and Brain Fitness Games for SMARTfit Combo Getting Started User Manual Rev

2 Unlike other fitness equipment which may require additional insurance, SMARTfit has been approved by the Fitness Insurance Industry for use under general liability insurance. Please check with your insurer to confirm insurance laws in your state. PARTICIPANTS SHOULD CONSULT A DOCTOR BEFORE STARTING ANY EXERCISE PROGRAM. The content of this workout program is made available with the understanding that SMARTfit Inc. disclaims all responsibility for any injury incurred as a consequence of engaging in this program without first consulting a physician or otherwise qualified health care professional. Thank You. Enjoy your new SMARTfit system! SMARTfit Inc SMARTfit, Inc. 2

3 Table of Contents Table of Contents... 3 Chapter Welcome to SMARTfit Functional and Brain Fitness Training Games... 6 Introduction... 6 SMARTfit System Manual... 6 Setting Your SMARTfit System Game Times and Playing Distances for a Specific Concept or Skill Emphasis... 7 How to Organize Your Group for a Class on SMARTfit System... 8 SMARTfit Conditioning for the Mind and Body: How It Works... 9 Chapter Getting to Know Your SMARTfit Combo Recommended Floor Markings: Chapter System Start-up, Settings, and Operation The system CPU System Configuration and Target Initialization Changing System Configuration Chapter System Menu Structure System Button: Suite Button: Game Button: Sound and Volume Options Chapter Combination of SMARTfit Single/Mini and Wired or Wireless Pods Charging Your Wireless Pods- DISREGARD IF YOU DO NOT HAVE WIRELESS PODS System Start Up with Pods No First Target or Mismatch of Targets Readdressing Targets SMARTfit, Inc. 3

4 Chapter Recommended Equipment for SMARTfit System What Equipment NOT to use on your SMARTfit System Chapter Group Training Drills on Your SMARTfit System Group Training Format Suggested Group Fitness Class Formats Modes of Play Chapter Designing a Lesson Plan TEMPLATE DESIGN YOUR OWN CLASS Chapter Chart Displaying Activated Games Chapter Game Rules Game Suite: A Game Suite: B Game Suite: C Game Suite: D Game Suite: E Game Suite: F Game Suite: G Game Suite: H Game Suite: I Game Suite: J Game Suite: K Game Suite: L Game Suite: M Game Suite: N Game Suite: O SMARTfit, Inc. 4

5 Game Suite: P Game Suite: Q Chapter Single & Mini Eercises Core Challenge High Knee Challenge Hand Eye Coordination Eye Food Burpee Toss Chapter Pod Eercises Spider Drill V Sprints Side Mirrors Diagonal Sprints Chapter Combo Eercises Diagonal Sprints Single File Sprints SMARTfit, Inc. 5

6 Chapter 1 Welcome to SMARTfit Functional and Brain Fitness Training Games Introduction The fundamental goal of any fitness program is to help prepare individuals for the challenges of the twenty-first century by providing the core skills and knowledge for them to be physically active as part of a healthy lifestyle. SMARTfit Functional and Brain Fitness Training Games merges cognitive and fitness training with gameplay providing a fun and engaging multifunctional workout for SGT, Group X and personal training. SMARTfit works for all ages and abilities. Using sophisticated interactive computer technology, SMARTfit training sessions are based on games that naturally promote fun, social interaction, and eercise in a venue that requires active participation and develops successful team play. SMARTfit s diverse programming is designed to make fitness and sports training more fun, engaging, challenging, and inclusive than traditional forms of training. Following are tips to assist you in understanding your SMARTfit and making it successful in your facility. SMARTfit System Manual If you come up with a drill that is NOT posted on the channel, please capture it via smart phone and send it to us so that we can post it. We are aiming to build a library of ideas to share with teachers and trainers from all sectors. This manual addresses games available for the SMARTfit Trainer Single (9 targets), the Trainer Mini (5 or 9 targets), and the combo system of Single or Mini with wired or wireless pods: The SMARTfit Trainer Single is a system incorporating one 92 X 46 station with 9 targets and a CPU that houses a scoreboard, time clock and sound system. The SMARTfit Trainer Mini is a system incorporating one 46 X 46 station with 5 or 9 targets and a CPU that houses a scoreboard, time clock and sound system. The SMARTfit Combo The SMARTfit Single and Mini are both capable of operating in conjunction with either wired or wireless pods. Each drill has a specific purpose and numerous skill benefits. We suggest each drill be repeated three times: First, to LEARN the drill and get used to working together as a team. Second, to PRACTICE to improve both individually and as a team SMARTfit, Inc. 6

7 Third, to CHALLENGE participants to achieve their best score, and to compare their scores with previous best scores or competitors. Number of participants: Drills are designed to engage up to 8 participants. Smaller groups may be advisable to make drills faster and more challenging for those with greater ability levels. Some of the drill variations may also be used to accomplish the same. For larger groups, we suggest fast moving relays involving running or ball throwing and catching round-the-world style. For slower moving drills, such as those that require a player to spend up to twenty seconds at the station, we recommend that players toward the back of the line be involved in a simple physical activity to keep them active while still rooting for their team. Eamples include running in place, jumping in place, jumping jacks, push-ups, skipping, and sit-ups. Setting Your SMARTfit System Game Times and Playing Distances for a Specific Concept or Skill Emphasis Cardio Respiratory Longer time periods of play: 60 seconds to 240 seconds depending on the size of the group Move start line farther back: 10 or more up to 30.' Have team relays for longer periods of time: 120 seconds to 240 seconds Have players in line to perform eercises while waiting for their turn Cognitive Longer time periods of play: 60 seconds to 240 seconds depending on the size of the group Use games that track numbers, letters, colors and pictures as well as memory, pairing and sequencing games Track the Target Challenge Games Counting Games Word Games Alpha Games Pairing Games 2017 SMARTfit, Inc. 7

8 Tracking Games - Color Chase, Number Chase, etc. Have team relays for longer periods of time: 120 seconds to 240 seconds Have players in line assist team mates by helping them to find answers Speed/Agility Shorter time periods of play: 60 seconds or less Include changes in speeds and directions when travelling to the stations/targets: fast to slow and forward to backward, lateral to the right one direction and to the left the other Use bean bags and have players sprint up to retrieve the beanbag and sprint back to start line Move start line closer to station for quick returns and reaction times with ball games Establish multiple start lines; suicide drills Use speed ladders, cones or poly spots in pathway to the stations Skill/Accuracy Chase games using one active target with a ball: Intermediate to Advanced level All activities in Games: Knock the Lights Out Ball games with or without a bounce on the return Activities that deduct points for misses or hits below the line Core Stabilization Replace playground balls with a 2 lb. medicine ball Have players stand on BOSU ball or balance board to throw balls or touch targets with hands Have players perform sit-ups while tossing medicine ball to targets How to Organize Your Group for a Class on SMARTfit System The workouts in this manual are designed for both individual and group trainers. For group training, it is essential to plan and organize the group quickly in order to get players into action as soon as the lesson starts. Additional Tips The equipment list for each drill is per station. You can substitute as desired, using equipment on hand to complement the ball kit shipped with each SMARTfit Trainer system. We strongly recommend reading the operating instructions in Chapter 2 of this manual to familiarize yourself with the system before you begin. We have provided both individual lesson plans to create your own workouts, and complete workout programs that include lesson plans grouped for specific outcomes. All activities can be adapted for any age and any skill level SMARTfit, Inc. 8

9 SMARTfit Conditioning for the Mind and Body: How It Works SMARTfit Training is a functional training and fitness program appropriate for all ages and fitness levels. The brain and body connection is the key element that differentiates a functional training program from a general conditioning program, and SMARTfit programs are specifically designed to stimulate the body and the brain concurrently. This is accomplished by: Attracting participation and engaging sustained focus with short attention-grabbing computer games, played sequentially in the pursuit of score and mastery of skills Providing full body eercise by stimulating the hands, feet, eyes, ears and vestibular system in playing real games with real tactile equipment (NOT simulated) Requiring high levels of attention and focus for success (staying consciously in-thenow) Engaging in cognitive decision-making under pressure Delivering a cardiovascular workout in a game format SMARTfit s programming improves functional abilities (fleibility, balance, power, strength) while concurrently developing high levels of cognitive and neuromuscular efficiency. This process of engaging the hands, feet, ears, and eyes develops visual-perceptual motor skills. The added element of integration of the right and left brain hemispheres has been well-documented to enhance brain plasticity as well as whole brain thinking, cognition, attention and focus for learning SMARTfit, Inc. 9

10 Chapter 2 Getting to Know Your SMARTfit Combo Groups who want teamwork and fun with as much movement and participation as possible will appreciate and enjoy the SMARTfit Trainer. Up to 8 people can play with minimum wait time. Each player will be in action for much of playing time. All targets can display colors, numbers, letters, symbols, shapes and more. Recommended Floor Markings: Use of the space in front of your SMARTfit panels can add options to your program. Many of our lesson plans include the use of speed/agility ladders, poly spots, cones, and pre-taped lines set at specific distances in front of the SMARTfit system. We recommend taping, painting or incorporating into the eisting floor the following: Ladder a minimum of 16 long and 2 wide, divided into 2 squares. Center each ladder at the base of each Station. Place start lines at 5, 10, 15 and SMARTfit, Inc. 10

11 Chapter 3 System Start-up, Settings, and Operation The system CPU The system CPU houses the systems controller, electronic boards, sound system, speakers, time clock, scoreboard, touch key interface for making game and systems selections, and the power supply. Power On/Off The on/off switch is located on the left side of the CPU near the power connect cord. When powering on, the system will take 30 seconds to check that all components are working properly. Please DO NOT TOUCH any part of the system during this check or your system will display an error message. If this occurs, simply turn the system off, wait for 10 seconds, then restart. User Name The user name is used to access the SUITE button to create a program lesson design. Scoreboard The scoreboard displays up to four digits of score. Time Clock The time clock displays 4 digits of time including tenths during the final ten second countdown of a game. The system 16-digit alpha numeric interface and keypad The system Interface provides a line of information that is used to navigate the system options. The system keypad is used to make selections to customize the system for use as well as select games and tailor them. The keypad has five Set Up buttons: 1. SYSTEM: for configuring the system and entering systems options SMARTfit, Inc. 11

12 2. SUITE: Allows users to plan and save a group of games for easy to use lesson programs. 3. GAME: Allows users to make suite or game choices. 4. Up and Down Arrow keys: Allow users to set system and game options. 5. ENTER: Allows user to cycle through system and game options. System Configuration and Target Initialization When the CPU is turned on, it will go through an initialization process where it will identify all the active (turned on and addressed) targets. In most cases, it will have been initialized before it shipped in which case the system start-up process will take you to the last game that was played. Re-initializing is sometimes necessary when starting your system for the first time after it has been upgraded, or when you want to instruct the CPU to add OR eliminate wireless pods for the workout session. When the CPU firsts turns on, it will allow you to select which configuration you plan to use and will set the system accordingly. Refer to page 14 under system configuration. Changing System Configuration The user can choose a configuration that matches their SMARTfit system. 1. Begin by pressing the SYSTEM button and use the up and down arrow keys to choose system configuration. Then press the ENTER button to cycle to the net option. 2. Use the up and down arrow keys to select the number of wired targets in your system. Then press the ENTER button to cycle to the net option SMARTfit, Inc. 12

13 3. Use the up and down arrow keys to select the number of wireless targets in your system. Then press the ENTER button to cycle to the net option. 4. Use the up and down arrow keys to select the RF Channel, which should match the channel of each wireless target. The user must press the enter key to navigate through each system setting option. Remember, the CPU settings must match with the desired targets for a successful initialization. Net, the system must be turned off and the user should wait 10 seconds before turning the CPU back on. See Chapter 5 if the user is interested in adding or subtracting pods. Types of Configurations 1. No Panel configuration is used for operating either wired or wireless pods. 2. Single 9 is a system incorporating one 92 X 46 station with 9 targets 3. Mini 5 and Mini 9 are systems incorporating one 46 X 46 station with 5 or 9 targets SMARTfit, Inc. 13

14 To get started press: Chapter 4 System Menu Structure 1. SYSTEM button access the system menu 2. SUITE button access to creating custom lesson plans 3. GAME button access the game suite and game select menu 4. UP or DOWN button cycle through system and game select options 5. ENTER button cycles through game customization options Wait 5 seconds after modifying a setting for your change to take effect. System Button: System Select Menu: Press the System button brings up system parameters. We use the SYSTEM button to make choices about what components of the system will be used for the session. In most cases, these options will not change unless the number of pods will change or if the system will be changing from the SMARTfit panel and the pods. Pressing the ENTER button cycles through each setting option; number of wired targets, number of wireless targets, RF channel, system volume, attract music, auto restart, voice instruction, tones, auto addressing, password and message. System Configurations: Up and down arrow key cycles through a list of different configurations: Panel 7, No Panel (Pods or Combo), Single 9, Mini 5, Mini 9, Single 9 2, Mini 5 2, Mini 9 2, Mini 5 3, and Mini 9 3. Then press the ENTER button to move to the net option SMARTfit, Inc. 14

15 Number of wired targets: Up and Down arrows are used to select how many targets are in your panel, then press the ENTER button to move to the net option. Number of wireless pods: Up and Down arrows are used to select how many wireless targets or pods are in play, then press the ENTER button to move to the net option. RF radio: This feature is used to move the RF radio band if interference from other products or multiple SMARTfit products are used close to each other. It is specific to the wireless pods. The pods must be set to the same channel as well. Then press the ENTER button to move to the net option SMARTfit, Inc. 15

16 System volume: UP and DOWN keys increase and decrease the volume of the instructions (start the game, end of game, etc.). Then press the ENTER button to move to the net option. Attract Music: Select the music played while attract mode is active using the UP and DOWN keys. Then press the ENTER button to move to the net option. Auto Restart On/Off: Change how games behave once they have concluded. With auto restart on, the game will display scores and restart itself, ready for another game to start immediately. With Auto Restart off, the system will remain idle and only start a new game when the menu button is pressed. Turn Auto Restart on or off using the UP and DOWN keys. Then press the ENTER button to move to the net option SMARTfit, Inc. 16

17 Voice instruction: Choose whether or not to have voice instructions enabled. Turn Voice Instruction on or off using the UP and DOWN keys. Then press the ENTER button to move to the net option. Tones: Select which tones will be played to register hits and misses. Select from tones by pressing the up/down key, when a tone is selected, it will give a sample strike tone. Then press the ENTER button to move to the net option. Target Re-address: Select whether or not the pods need to initialize the targets. ADDRESS NOW NO: The user can perform this operation by selecting yes with the up and down keys. Now press the up key so that ADRESS NOW YES is displayed. The display will then show ID TARGETS NOW? This is changed to yes and the CPU will begin readdressing targets SMARTfit, Inc. 17

18 Readdressing Targets is performed when all the targets show a question mark. The user will tap the top left target to the top right target, to the second row left target, to the second-row right target, etc. Until all targets are addressed. Then press the ENTER button to move to the net option. Message: The message displayed here is the message that shows up on the targets during the Attract mode. Suite Button: Design a Program Suite: One press of the SUITE button and the CPU brings up the setting options to configure a program. The up and down arrow keys set each individual setting, while the ENTER key cycles to the net setting. Once an individual setting option is ready, the user will press the ENTER key to move to the net option SMARTfit, Inc. 18

19 Creative Suites: The user uses the up and down arrow key to set creative suite 1 or 2, which correlate with the SHORTCUT 1 & SHORTCUT 2 keys on the far-left hand side of the keypad. Press the ENTER key to cycle to the net setting option. Suite Loops: The up and down arrow key will select the number of loops the entire suite program will run through the games. Press the ENTER key to cycle to the net setting option. Game Position: Use the UP or DOWN arrow key to select game position 1, then press the ENTER key to cycle to the net setting option SMARTfit, Inc. 19

20 Choose a Game: Choose a game as you would in a normal game selection format, then press the ENTER key to cycle to the net setting option. Game Loop: The up and down arrow key is used to select the number of repetitions the individual game will consecutively play in the set program, then press the ENTER key to cycle to the net setting option. Time: The up and down arrow keys are used to select the game duration, then press the ENTER key to cycle to the net setting option. Level: The up and down keys can be used to select game level. Suite s titled with Track use game level differently than suite s titles Seek. Press the ENTER key to cycle to the net setting option. During a Track Suite s B, C, D, F, and H, the target value loses 2 points for every color change in between each strike. 1. The lower levels activate fast color changes 2. The higher levels activate slow color changes. During Seek Suite s E, G, J, K, and Q 1. Level 1 activates 3 targets 2. Level 2 activates 5 targets 3. Level 3 activates all targets 4. Level 4 activates all target with minus 2 points for an incorrect strike, and 5. Level 5 activates all target with minus 5 points for an incorrect strike SMARTfit, Inc. 20

21 Sensitivity: The up and down keys can be used to select how sensitive the targets become. Low sensitivity means the target needs to be struck with the most force. High sensitivity means the target needs to be struck with a lighter touch. It is important to note that unlike touch screens, SMARTfit systems are designed to be tapped or hit rather than touched. For this reason, the sensors look for a shortsharp tap or hit rather than a push with a finger or hand. The system is pre-set at medium sensitivity and should only be changed when players are either heavy handed or very light handed. Press the ENTER key to cycle to the net setting option. Game Position (Repeat): Use the UP or DOWN arrow keys to select game 2 and repeat this same process for each game. There is a total of 5 games of available storage in each suite program. Play: The user will let the CPU load out, then press Shortcut 1 to play Creative Suite 1 or Shortcut 2 to play Creative Suite 2. Game Button: Game Select Menu: Short Press of the GAME button brings up game selection use arrows to cycle through games. Game Suites: Multiple short presses of the GAME button cycles through the game suites. Then confirm the suite by pressing the up or down arrow keys to select a game in that suite. NOTE: If the arrow keys aren t pressed to select a game, the system will revert to the last game played. Game Settings menu: Short press of the GAME button followed by one press of the ENTER button will send you to the game options to set time, volume, level and sensitivity. Game Time: Here the up and down keys can be used to select game duration. Press the ENTER key to cycle to the net setting option SMARTfit, Inc. 21

22 Game Volume: Use the arrows to select volume for game sounds, hits, misses. Press the ENTER key to cycle to the net setting option. Level: The up and down keys can be used to select game level. Suite s titled with Track use game level differently than suite s titled Seek. Press the ENTER key to cycle to the net setting option. During a Track Suite s B, C, D, F, and H, the target value loses 2 points for every color change in between each strike. 1. The lower levels activate fast color changes 2. The higher levels activate slow color changes. During Seek Suite s E, G, J, K, and Q 1. Level 1 activates 3 targets 2. Level 2 activates 5 targets 3. Level 3 activates all targets 4. Level 4 activates all target with minus 2 points for an incorrect strike, and 5. Level 5 activates all target with minus 5 points for an incorrect strike SMARTfit, Inc. 22

23 Game Sensitivity: The up and down keys can be used to select how sensitive the targets become. Low sensitivity means the target needs to be struck with the most force. High sensitivity means the target needs to be struck with a lighter touch. Additional Game Options: There are additional Game selections with suites of games involving numbers: In Game Suites D, E, & Q, etra options allow you to tailor the range of numbers used to the ability level of the players. These etra settings include choosing Ma Value (highest number offered), Random vs Fied Starting Point, and Incremental counting or multiplication tables SMARTfit, Inc. 23

24 Sound and Volume Options There are 2 ways to use the sound in the system. Volume control is available for each type of sound and users have the option to deactivate any of the sound options: 1. Pre-programmed songs for use during the attract mode. These are pre-programmed songs that can set the atmosphere for the age of the players. Select a song using the arrows keys. Game tones. There are five sets of game tones that can be used to indicate the right/wrong hits and game fanfares. 2. Voice instructions: Voice instructions are optional and are available in English, French, Spanish and German. Systems are shipped with English unless specially requested when ordering your system SMARTfit, Inc. 24

25 Chapter 5 Combination of SMARTfit Single/Mini and Wired or Wireless Pods The CPU runs both the SMARTfit Single and Mini systems in combination with SMARTfit Pods or it can run all 3 systems separately. SMARTfit Pods can be placed on the floor, mounted to walls, or stuck to pod stands using the Velcro supplied. Pods can play as wired or wireless targets. If you have wireless pods they need to be charged overnight (6-8 hours) for a full day s use. Charging Your Wireless Pods A special power charging cable is supplied which connects to the back of the wireless pods. Up to si pods can charge at a time and a single charge should provide up to 18 hours of play. 1. Charge all pods prior to setting the system up for the first time. 2. Plug power cord into a 110VAC-electrical outlet. 3. Plug the other ends of charging cord into the back of each Pod. 4. The pod may take 6-8 hours to fully charge. 5. Unplug your charging cord from the wall outlet before starting up the CPU. System Start Up with Pods There is a special process when including pods into your system. Follow the steps below when your switching from the Single/Mini configuration to the No Panel (Pod) configuration or if your adding/subtracting the number of pods in play. 1. Make sure your Pods have sufficient charge 2. Turn your Pods off 3. Turn your CPU on 4. Change your system configuration to No Panel 2017 SMARTfit, Inc. 25

26 5. Change your wired and wireless targets to the desired number 6. Turn CPU off 7. Turn each Pod on 8. Turn CPU on The initialization process is necessary when you have purchased pods to integrate with the station system. This will involve activating the pod systems so that they can be seen by the CPU and included in the games. There may also be times when you may wish to activate the pods alone. This initialization process enables you to choose which targets to activate and provides the system a variety of ways it can be used. No First Target or Mismatch of Targets When the CPU is turned on, it will go through an initialization process. Here it will identify all the active (turned on and addressed) pods. If the CPU displays No First Target or Mismatch of Targets. Follow the 8 steps listed above for a successful startup. To make sure your pod targets are on (targets that are on will have a blue light that blinks every five seconds in the lower and upper right of the display). Readdressing Targets There are rare cases when Pods may need to be readdressed. It s important to note that users must not strike any targets during the initialization process or additional procedures will be required. There are 2 methods to addressing pods: Method 1 1. Press the SYSTEM button followed by continuously pressing the ENTER key until the CPU displays ADDRESS NOW NO 2. Press the up key so that ADDRESS NOW YES is displayed, then press the ENTER button to continue. 3. The CPU will display ID TARGETS YES? and the user will press the ENTER key. 4. All targets should display a? symbol. If a target does not, make sure it is on and charged if it is a wireless pod or connected to power if it is a wired target. 5. Tap each target in sequence, starting with the targets closest to the CPU and work your way out tapping each target until you reach the furthest one. They should respond to the tap by reading out sequential letters of the alphabet SMARTfit, Inc. 26

27 6. When all targets are displaying a letter, press the ENTER button again to commit these addresses to memory. Your system is now ready for play! Method 2: 1. Turn all pods off. 2. Turn one of the pods on, and begin tapping near the color area, while net to the power button, with force and at a continuous pace. The target will display a date, then a T # on top and C # on bottom. Continue tapping until the target displays a T 1 then quickly stop and move on to the net target. 3. Repeat this process to a second pod until it shows T1 then tap one more time for a T2 and stop. Repeat until all targets are sequentially numbered T1 T6. 4. Turn the CPU back on and all targets will display sequential letters starting at A. Locate your pods in the configuration suitable for the activity level of the class. The further apart they are located from each other, the more players will increase the cardio component of the class. If you have any difficulties, here are some reasons that a Pod may not detect a target on startup: 1. The Pod or Target was not turned on. If a pod is on, one or more piels will blink blue every 5 seconds. If there is no blue piel flash then it is not on, press the red button on the face to turn it on. 2. The wireless pod has turned itself off. Wireless pods will blank the display after 5 minutes. Tap the red button on the face of the pod to see if the pod is on (a - will momentarily show on the display.) 3. The Pod ran out of stored power. If the Pod does not turn on when you push the red button on the face, it has run out of power and needs a recharge. 4. The Pod was out of range or something is blocking communication with the CPU. Make sure the pod has a clear line of site to the CPU controller and is within 100 feet of the controller. A common cause is interference from another source (alarm systems, other wireless devices, etc.), in this case you will need to change the RF channel that the controller communicates on. See appropriate section to change the RF channel. 5. If none of these options work, contact technical support SMARTfit, Inc. 27

28 The Pod is not addressed: 1. The Pods arrived with no pre-programmed addresses. In some cases, a system may arrive without pods being addressed. 2. The system encountered a problem in a readdressing attempt. One can re-address for any reason simply by selecting the address function in the system menu (menu options section for more details) SMARTfit, Inc. 28

29 Chapter 6 Recommended Equipment for SMARTfit System Your SMARTfit system is tough, durable and designed to take a beating. However, because it is a computer, the following equipment list will be helpful in preserving its longevity. Following is the recommended equipment list: Air-filled regulation athletic balls (tennis, basketball, football, volleyball, soccer, etc.) Rubber practice baseballs, softballs, lacrosse, cricket or T-Balls (need to bounce). PassBack Footballs Playground balls of all diameters Beanbags or dead balls for single directional play Swim Noodles or foam bats for striking the targets 2 lb. or 1 kilo medicine ball (maimum weight) BOSU balls or other balance devices for standing, sitting or lying Implements for striking the balls (hockey sticks, paddles, padded bats, rackets, etc.) Cones to provide barriers or direction Padded 2, 5, or ten-pound hand weights (protect the panel from developing strike marks) The following equipment is supplied with your purchase of a SMARTfit system. See spec sheets for quantity details. 7 yellow playground balls 2 lb. medicine ball Foam noodles What Equipment NOT to use on your SMARTfit System Regulation baseball. It will NOT return properly because there is no bounce. Over time it will damage the electronic connectors. Regulation lacrosse balls. Over time they may scuff the stations and damage the electronics. Regulation cricket balls. 3 pounds and greater medicine balls for throwing at the system. (Okay to use a heavier medicine ball to touch the targets while holding the medicine ball with hands). Any hard solid plastic implement such as a stick or bat for hitting targets SMARTfit, Inc. 29

30 Chapter 7 Group Training Drills on Your SMARTfit System Group Training Format Group classes run 20 to 50 minutes in length depending on the number of repetitions applied to each eercise. Each station can accommodate up to 8 participants of all ages and skill levels. Suggested Group Fitness Class Formats Warm-up: The Warm-Up should run for 5 minutes within a 50-minute program. The main objective of the warm-up is to loosen the muscles and prepare the participants for some fastpaced movement. A good warm-up will prepare individuals for instruction, reduce the chance of injury, and set a fun mood for SMARTfit Training. Skill: The Skill Development section should run for about 10 minutes within a 50-minute program. The main focus here is the connection between the brain and body. Categories include speed, agility, balance, hand-eye coordination, and reaction time. Skill development transfers into the successful completion of life s every day activities. Cardio: The Cardio Respiratory Endurance section should run for about 15 minutes within a 50- minute program. The main focus is cardio endurance, stamina, and calorie ependiture. Core: The Core section should run for about 5 minutes within a 50-minute program. The main focus is on strengthening the torso with sit-ups, overhead passes, etc. Speed and Agility: The Speed and Agility section should run for about 10 minutes within a 50- minute program. The main focus is hand-eye speed and navigating agility using ladders or dots with hopping, side steps, and bending. Cool-Down: The cool-down should last 5 to 10 minutes within a 50-minute program. This allows the participants to bring their heartbeat nearer to resting level. For this section use brain games such as Pairing, Math, or Word games which involve more thinking and less movement. Modes of Play There are five ways to run drills on the SMARTfit system: Individual: First player plays the entire game to time completion. Net player in line begins a new game with a new time. Partners: Two players are partners and play the game together, to time completion. Net pair of players steps up to start new game with a new time SMARTfit, Inc. 30

31 Team: First player plays a turn, retrieves ball, returns to the start line and hands/passes the ball to the net player in line. Around-the-World: First player takes a turn and peels off to the end of the line. The net player in line plays off of the first player s throw and peels off to the end of the line SMARTfit, Inc. 31

32 Chapter 8 Designing a Lesson Plan The following menus will help you to design your own Training Program. Using an empty training template, fill in the blanks with activities from the menus. Choose your equipment and time based upon the objective for that training period. The possibilities are endless! Refer to the rest of this manual for eamples of how to design lesson plans for your system. TEMPLATE DESIGN YOUR OWN CLASS Date: Time: WARM-UP: Equipment Game Start Line Mode Seconds SKILL: Equipment Game Start Line Mode Seconds CARDIO/STRENGTH/BALANCE: Equipment Game Start Line Mode Seconds COOL-DOWN: Equipment Game Start Line Mode Seconds 2017 SMARTfit, Inc. 32

33 A RALLYWALL Zones (Low Cognitive) Chapter 9 Chart Displaying Activated Games 2017 SMARTfit, Inc Single Pods Combo Mini 3&6 5&9 1 Rallywall Zones All Targets - 5 points for each hit to the lit targets 2 Rallywall Zones Upper 3 rows - 5 points for each hit to the lit targets 3 Rallywall Zones Upper 3 rows with penalty - Penalty for hitting outside lit region 4 Rallywall Zones - Lower 4 rows - 5 points for each hit to the lit targets 5 Rallywall Zones - Lower 4 rows with penalty - Penalty for hitting outside lit region 6 Rallywall Zones Top row 5 points for each hit to the lit targets 7 Rallywall Zones Top row with penalty - Penalty for hitting outside the lit region 8 Rallywall Zones Bottom row 5 points for each hit to the lit targets 9 Rallywall Zones Bottom row with penalty Penalty for hitting outside the lit region 10 Rallywall Zones Middle 3 rows 5 points for each hit to the lit targets 11 Rallywall Zones Middle 3 rows - Penalty for hitting outside the lit region 12 Rallywall Zones Center target only - 5 points for each hit to the target 13 B Rallywall Zones Center target only - Penalty for hitting outside the lit region TRACK THE TARGETS - EMOTICONS, DICE AND SHAPES (Low Cognitive) 1 Track the Emoticon - (all targets) lose a point with each color change 2 Track the Dice - (all targets) lose a point with each color change 3 Track the Shapes - (all targets) lose a point with each color change 4 Track the Emoticon - (lower 4 rows) lose a point with each color change 5 Track the Dice - (lower 4 rows) lose a point with each color change 6 Track the Shapes - (lower 4 rows) lose a point with each color change 7 Track the Emoticons - (middle 3 rows) lose a point with each color change 8 Track the Dice - (middle 3 rows) lose a point with each color change 9 Track the Shapes - (middle 3 rows) lose a point with each color change C TRACK THE TARGETS - COLORS - lose points every time colors change (Low Cognitive) 1 Track the Colors (all targets) lose a point with each color change

34 2 Track the Colors (lower 4 rows) lose a point with each color change 3 Track the Colors (middle 3 rows) lose a point with each color change 4 Track the Colors (upper 3 rows) lose a point with each color change 5 Track the Colors (lower 2 rows) lose a point with each color change 6 Track the Colors (top row) lose a point with each color change 7 Track the Colors (bottom row) lose a point with each color change D E TRACK NUMBERS - One at a Time - Choose number to add by, highest number to reach, time, sensitivity (Medium Cognitive) Track Numbers - Multiplication Tables start at 0 (all targets) Select table X1 - X12, Track Numbers Multiplication Tables start at 0 (lower 4 rows) Select table X1 - X12 Track Number3 Multiplication Tables start at 0 (middle 3 rows) Select table X1 - X12 Track Numbers Multiplication Tables start at 0 (top 3 rows) Select table X1 - X12, Track Numbers Multiplication Tables start at 0 (lower 2 rows) Select table X1 - X12, Track Numbers Addition (all rows) Random start 1-9 plus selected number Select top number to count to. Track Numbers Addition (bottom 4 rows) Random start 1-9 plus selected number Select top number to count to. Track Numbers Addition (middle 3 rows) Random start 1-9 plus selected number Select top number to count to. Track Numbers Addition (top 3 rows) Random start 1-9 plus selected number Select top number to count to. Track Numbers Addition (lower 2 rows) Random start 1-9 plus selected number Select top number to count to. SEEK NUMBERS - All Targets activated - Choose number to add by, highest number to reach, time, sensitivity (High Cognitive) Single Pods Combo Mini 3&6 5 & 9 1 Seek Numbers Multiplication Tables (all targets) Select table X1 - X12, 2 Seek Numbers Multiplication Tables (lower 4 rows) Select table X1 - X12, 3 Seek Numbers Multiplication Tables (middle 3 rows) Select table X1 - X12, 4 Seek Numbers Multiplication Tables (top 3 rows) Select table X1 - X12, 5 Seek Numbers Multiplication Tables (lower 2 rows) Select table X1 - X12, 6 7 Seek Numbers Addition (all rows) Random start 1-9 plus selected number Select top number to count to. Seek Numbers Addition (bottom 4 rows) Random start 1-9 plus selected number Select top number to count to SMARTfit, Inc. 34

35 F Seek Numbers Addition (middle 4 rows) Random start 1-9 plus selected number Select top number to count to. Seek Numbers Addition (top 4 rows) Random start 1-9 plus selected number Select top number to count to. Seek Numbers Addition (Lower 2 rows) Random start 1-9 plus selected number Select top number to count to. TRACK THE LETTERS - One at a time (Medium Cognitive) 1 Track the Letter (all rows) chase the lit target as it goes from A to Z 2 Track the Letter (lower 4 rows) chase the lit target as it goes from A to Z 3 Track the Letter (middle 3 rows) chase the lit target as it goes from A to Z 4 Track the Letter (upper 3 rows) chase the lit target as it goes from A to Z 5 Track the Letter (lower 2 rows) chase the lit target as it goes from A to Z G H SEEK THE LETTER - All targets (High Cognitive) Seek the Letter Timed Game (all targets) Seek the alphabet, A to Z and back. Seek the Letter Timed Game (lower 4 rows) Seek the alphabet, A to Z and back. Seek the Letter - Timed Game (middle 3 rows) - Seek the alphabet, A to Z and back. Seek the Letter - Timed Game (upper 3 rows) - Seek the alphabet, A to Z and back. Seek the Letter - Timed Game (lower 2 rows) - Seek the alphabet, A to Z and back. TRACK Left, Right, Both FIXED (High Cognitive) I Track Left, Right, Both (LRB) FIXED (all targets) Use correct hand or hands to track the targets. L will be on right side and R will be on Left side so player is to cross the midline to reach the correct target with the correct hand. Track Left, Right, Both (LRB) FIXED (lower 4 rows) Use correct hand or hands to track the targets. L will be on right side and R will be on Left side so player is to cross the midline to reach the correct target with the correct hand. Track Left, Right, Both (LRB) FIXED (middle 3 rows) Use correct hand or hands to track the targets. L will be on right side and R will be on Left side so player is to cross the midline to reach the correct target with the correct hand. Track Left, Right, Both (LRB) FIXED (lower 2 rows) Use correct hand or hands to track the targets. L will be on right side and R will be on Left side so player is to cross the midline to reach the correct target with the correct hand. TRACK Left, Right, Both RANDOM (High Cognitive) Single Pods Combo Mini 3&6 5 & SMARTfit, Inc. 35

36 J K L Track Left, Right, Both (LRB) RANDOM (all targets) Left, Right and Both, Use correct hand or both to chase the lights on the system. L, R and B will light up randomly. Track Left, Right, Both (LRB) RANDOM (lower 4 rows) Left, Right and Both, Use correct hand or both to chase the lights on the system. L, R and B will light up randomly. Track Left, Right, Both (LRB) RANDOM (Middle 3 rows) Left, Right and Both, Use correct hand or both to chase the lights on the system. L, R and B will light up randomly. Track Left, Right, Both (LRB) RANDOM (Lower 2 rows) Left, Right and Both, Use correct hand or both to chase the lights on the system. L, R and B will light up randomly. SEEK THE COLOR (High Cognitive) Seek the Color Timed Game (all targets) Seek the color on center target at start. Seek the Color Timed Game (lower 4 rows) Seek the color on center target at start. Seek the Color Timed Game (middle 3 rows) Seek the color on center target at start. Seek the Color Timed Game (upper 3 rows) Seek the color on center target at start. Seek the Color Timed Game (lower 2 rows) Seek the color on center target at start. SEEK THE SMILEY (High Cognitive) Seek the Smiley Face Timed Game (all targets) Seek the smiley face until time runs out. Seek the Smiley Face Timed Game (lower 4 rows) Seek the smiley face until time runs out. Seek the Smiley Face Timed Game (middle 3 rows) Seek the smiley face until time runs out. Seek the Smiley Face Timed Game (Upper 3 rows) Seek the smiley face until time runs out. Seek the Smiley Face Timed Game (Lower 2 rows) Seek the smiley face until time runs out. KNOCK THE LIGHTS OUT (Low Cognitive) 1 Lights Out Race - (all targets) Knock out all targets 2 Lights Out Race - (lower 4 rows) Knock out all the targets Single Pods Combo Mini 3&6 5&9 3 Lights Out Race - (Middle 3 rows) Knock out all the targets 4 Lights Out Race - (Upper 3 rows) Knock out all the targets 5 Lights Out Race - (lower 2 rows) Knock out all the targets 2017 SMARTfit, Inc. 36

37 M KNOCK THE LIGHTS OUT - KEEP 3 ON (Low Cognitive) Lights Out Keep 3 On Timed Game (all targets) Knock out all the lights and then continue to chase 3 targets. Lights Out Keep 3 On Timed Game (lower 4 rows) Knock out the targets then continue to chase 3 targets. Lights Out Keep 3 On Timed Game (middle 3 rows) Knock out the targets then continue to chase 3 targets. Lights Out Keep 3 On Timed Game (upper 3 rows) Knock out the targets then continue to chase 3 targets. 5 Lights Out Keep 3 On Timed Game (lower 2 rows) Knock out the targets then continue to chase 3 targets. N PAIRING Find the pairs - Refresh after each find (High Cognitive) 1 Pairing - Color (timed game). 2 Pairing - Numbers (timed). 3 Pairing - ABC (timed). 4 Pairing - Shapes (timed). 5 Pairing - Dice (timed). 6 Pairing - Symbols (timed). O MEMORY Find the pairs - Keep on while seeking net (High Cognitive) 1 Memory - Color (race). 2 Memory - Numbers (race). 3 Memory - ABC (race). 4 Memory - Shapes (race). 5 Memory - Dice (race). 6 Memory - Symbols (race). P SEQUENCING Find the sequence following the first target (High Cognitive) 1 Memory Numbers Find the sequence (race) 2 Memory Alphabet Find the sequence (race) Q EQUATIONS SEEK - Scalable games testing addition, multiplication, subtraction, division and square root (High Cognitive) 1 Equations + (addition), all targets. Select table age appropriate 2 Equations - (subtraction), all targets. Select table age appropriate 3 Equations X (multiplications), all targets. Select table age appropriate 4 Equations / (division), all targets. Select table age appropriate 5 Square Roots, all targets. Select table age appropriate 2017 SMARTfit, Inc. 37

38 Game Suite: A Name: RallyWall Game Rules: Chapter 10 Game Rules All targets start with lights turned on. Objective is to hit the system in the active target area as many times as possible until the clock runs out. When a lighted active target is hit, the targets are activated and a positive tone is heard. When time epires, the pods will light up with eploding targets, flashing lights, and score will display on the CPU. Each good hit earns 5 points. Game Number: 1: All Targets Game Number: 2: Upper 3 rows (5 targets) Game Number: 3: Upper 3 rows (5 targets), with penalty Game Number: 4: Lower 4 rows (7 targets) Game Number: 5: Lower 4 rows (7 targets) with penalty Game Number: 6: Top Row (2 targets) Game Number: 7: Top Row (2 targets) with penalty Game Number: 8: Bottom Row (2 targets) Game Number: 9: Bottom Row (2 targets) with penalty Game Number: 10: Middle 3 rows (5 targets) Game Number: 11: 3 rows (5 Targets) with penalty Game Number: 12: Center Target Only (1 Target) Game Number: 13: Center target Only (1 Target) with penalty Game Suite: B Name Game Rules: Chase the Single Target Chase one target at a time; all other targets are off. The target starts out displaying an emoticon. Score earned for each hit decreases with each color change. Target remains red until the player can hit that target out, or time runs out. Use a level with longer times for running or ball games SMARTfit, Inc. 38

39 Play until time runs out. Game Number: 1: Chase the Single Target Emoticons All Targets Game Number: 2: Chase the Single Target -Dice All Targets Game Number: 3: Chase the Single Target - Shapes All Targets Game Number: 4: Chase the Single Target Emoticons Lower 4 Rows (7 targets) Game Number: 5: Chase the Single Target -Dice Lower 4 rows (7 targets) Game Number: 6: Chase the Single Target - Shapes Lower 4 rows (7 targets) Game Number: 7: Chase the Single Target Emoticons Middle 3 Rows (5 targets) Game Number: 8: Chase the Single Target -Dice Middle 3 rows (5 targets) Game Number: 9: Chase the Single Target - Shapes Middle 3 rows (5 targets) Game Suite: C Name: Chase the Single Target Game Rules: Chase one target at a time; all other targets are off. The target starts out blue and changes colors with the duration of time taken to put it out. Score earned for each hit decreases with each color change. Target remains red until the player can hit that target out, or time runs out. Use a level with longer times for running or ball games. Play until time runs out. Game Number: 1: Chase the Single Target All Targets Game Number: 2: Chase the Single Target Lower 4 rows (7 targets) Game Number: 3: Chase the Single Target Middle 3 rows (5 targets) Game Number: 4: Chase the Single Target Upper 3 rows (5 targets) Game Number: 5: Chase the Single Target Lower 2 rows (4 targets) Game Number: 6: Chase the Single Target Top row (2 targets) Game Number: 7: Chase the Single Target Bottom Row (2 targets) Game Suite: D Name: Chase the Single Target, - Multiplication Tables I. Games 1-5 Multiplication Game Rules: Chase one target at a time counting in sequential numbers starting at "0" and multiplying a number 1 12 by the multiplication tables All other targets are off. System turns on any 1 target at a time while multiplying a chosen number through the multiplication tables with each successful strike SMARTfit, Inc. 39

40 The target starts out blue and changes colors with the duration of time taken to put it out. Score earned for each hit decreases with each color change. Target remains red until the player can hit that target out, or time runs out. Use a level with longer times for running or ball games. Game Number: 1: Chase the Single Target, - Multiplication Tables All Targets Game Number: 2: Chase the Single Target, - Multiplication Tables Lower 4 rows (7 targets) Game Number: 3: Chase the Single Target, - Multiplication Tables Middle 3 rows (5 targets) Game Number: 4: Chase the Single Target, - Multiplication Tables Upper 3 rows (5 targets) Game Number: 5: Chase the Single Target, - Multiplication Tables Lower 2 rows (4 target) II. Game Rules: Games 6-10 Addition Chase one target at a time counting in sequential numbers starting at a fied starting point "0" or a random starting point 0-12 and adding by a number All other targets are off. System turns on any 1 target at a time while adding by the chosen number with each successful strike. The target starts out blue and changes colors with the duration of time taken to put it out. Score earned for each hit decreases with each color change. Target remains red until the player can hit that target out, or time runs out. Use a level with longer times for running or ball games. Play until time runs out. Once the player reaches the chosen ma value of 10, 25, 40, 50, or 99 they subtract the number increment, or the remainder, from their chosen ma value. Continue until time runs out. Game Number: 6: Chase the Single Target, - Addition All Targets Game Number: 7: Chase the Single Target, - Addition Lower 4 rows (7 targets) Game Number: 8: Chase the Single Target, - Addition Middle 3 rows (5 targets) Game Number: 9: Chase the Single Target, - Addition Upper 3 rows (5 targets) Game Number: 10: Chase the Single Target, - Addition Lower 2 rows (4 targets) Game Suite: E Name: Seek the Number - Multiplication Tables Game Rules: Seek the correct target counting in sequential numbers starting at "0" and multiply a chosen number 1 12 by the multiplication tables All other targets will display possible answers, but there will only be one correct number. System Randomizes the sets of number on each target after every successful strike for points. Play until time runs out SMARTfit, Inc. 40

41 Once the player reaches the chosen number 1 12 multiplied by 12, continue multiplying backwards to zero and then back up again from 1-12 until time runs out. I. Games 1-5 Game Number: 1: Seek the Number Multiplication Tables All targets Game Number: 2: Seek the Number - Multiplication Tables Lower 4 rows (7 targets) Game Number: 3: Seek the Number - Multiplication Tables Middle 3 rows (5 targets) Game Number: 4: Seek the Number - Multiplication Tables Upper 3 rows (5 targets) Game Number: 5: Seek the Number - Multiplication Tables Lower 2 rows (4 targets) II. Games 6-10 Game Rules: Seek the correct target counting in sequential numbers starting at a fied starting point "0" or a random starting point 0-12, then add by a selected number increment One target will be the correct strike and all other targets will display a potential, but incorrect answer. System Randomizes the sets of number on each target after every successful strike for points. Play until time runs out. Once the player reaches the chosen ma value of 10, 25, 40, 50, or 99 they subtract the number increment, or the remainder, from their chosen ma value. Continue until time runs out. Game Number: 6: Seek the Number Addition All Targets Game Number: 7: Seek the Number - Addition Lower 4 rows (7 targets) Game Number: 8: Seek the Number - Addition Middle 3 rows (5 targets) Game Number: 9: Seek the Number - Addition Upper 3 rows (5 targets) Game Number: 10: Seek the Number - Addition Lower 2 rows (4 targets) Game Suite: F Name: Chase the Single Target, - Alphabet Game Rules: Targets turn on one at a time as a letter, in order from A to Z. Player must hit the lit target for the net one to appear. Count increases by a letter of the alphabet with each successful strike. The target starts out blue and changes colors with the duration of time taken to put it out. Score earned for each hit decreases with each color change. Target remains red until the player can hit that target out, or time runs out. Use a level with longer times for running or ball games. Play until time runs out SMARTfit, Inc. 41

42 Once the player reaches Z, they are to play backwards to A and then back to Z until time runs out. Game Number: 1: Chase the Single Target, - Alphabet All Targets Game Number: 2: Chase the Single Target, - Alphabet Lower 4 rows (7 targets) Game Number: 3: Chase the Single Target, - Alphabet Middle 3 rows (5 targets) Game Number: 4: Chase the Single Target, - Alphabet Upper 3 Rows (5 targets) Game Number: 5: Chase the Single Target, - Alphabet Lower 2 Rows (4 targets) Game Suite: G Name: Seek the Letter Game Rules: Each station begins with all pods displaying random letters of the alphabet including "A. Objective is to knock out all the pods in sequential alphabetic order by seeking out the "A, then the "B, until "Z. When the correct lettered target is hit, all targets refresh with new letters and the player must strike the net letter in order of the alphabet. 5 Points are awarded for each correct hit. When time epires, targets will light up and score will display on the CPU. Allow more time for advanced players so they can play the alphabet backwards after completing it forwards. Game Number: 1: Seek the Letter All targets Game Number: 2: Seek the Letter Lower 4 rows (7 targets) Game Number: 3: Seek the Letter Middle 3 rows (5 targets) Game Number: 4: Seek the Letter Upper 3 rows (5 targets) Game Number: 5: Seek the Letter Lower 2 rows (4 targets) Game Suite: H Name: Chase the Single Target Left, Right, Both Fied Game Rules: Goal is to hit a specific letter-illuminated target as quickly as possible, to the target with the R (right), L (left) or B (both) hands depending on what is called for. R, L, B letters on the sequentially lit targets will appear at fied place. For eample, All target on the left side of the system will display an R, all targets on the right side of system will display an L, and targets in the middle of the system will display B. The player needs to respond with the hand or foot called for whether it is with touch or a piece of equipment being used. Game Number: 1: Chase the Single Target Left, Right, Both Fied All Targets Game Number: 2: Chase the Single Target Left, Right, Both Fied Lower 4 rows (7 targets) 2017 SMARTfit, Inc. 42

43 Game Number: 3: Chase the Single Target Left, Right, Both Fied Middle 3 rows (5 targets) Game Number: 5: Chase the Single Target Left, Right, Both Fied Lower 2 rows (4 targets) Game Suite: I Name: Chase the Single Target -Left, Right Both Random Game Rules: Goal is to hit a specific letter-illuminated target as quickly as possible, to the target with the R (right), L (left) or B (both) hands depending on what is called for. R, L, B letters on the sequentially lit targets will appear at random. The player needs to respond with the hand or foot called for whether it is with touch or a piece of equipment being used. Game Number: 1: Chase the Single Target -Left, Right Both Random All Targets Game Number: 2: Chase the Single Target -Left, Right Both Random Lower 4 rows (7 targets) Game Number: 3: Chase the Single Target -Left, Right Both Random Middle 3 rows (5 targets) Game Number: 4: Chase the Single Target -Left, Right Both Random Lower 2 rows (4 targets) Game Suite: J Name: Seek the Color Game Rules: The game starts with one pod displaying the color that must be chased. Once the pod is activated, each pod begins with all targets displaying random colors including the color identified at the start of the game. Objective is to knock out the identified colored target as many times as possible in the designated time. After a correct hit all pods will immediately refresh with new colors and the player must seek out the identified color. Continue play until time runs out. 5 Points are awarded for each correct hit. Game Number: 1 Seek the Color All Targets Game Number: 2: Seek the Color Lower 4 rows (7 targets) Game Number: 3: Seek the Color Middle 3 rows (5 targets) Game Number: 4: Seek the Color Upper 3 rows (5 targets) Game Number: 5: Seek the Color Lower 2 rows (4 targets) Game Suite: K Name: Seek the Smiley Face Game Rules: 2017 SMARTfit, Inc. 43

44 The game starts with a single target displaying the Smiley face. Each target begins with all lights displaying different Emoticons in random colors including one Smiley face identified at the start of the game. Objective is to knock out the identified Smiley face target as many times as possible. After a correct hit, all targets will immediately refresh with new Emoticons and the player must seek out Smiley face. Continue play until time runs out. 5 Points are awarded for each correct hit. Game Number: 1: Seek the Smiley Face All Targets Game Number: 2: Seek the Smiley Face Lower 4 rows (7 targets) Game Number: 3: Seek the Smiley Face Middle 3 rows (5 targets) Game Number: 4: Seek the Smiley Face Upper 3 rows (5 targets) Game Number: 5: Seek the Smiley Face Lower 2 rows (5 targets) Game Suite: L Name: Knock the Lights Out - Race Game Rules: Station begins with all targets turned on. Objective: Race to see how quickly all targets can be put out. The CPU counts the seconds until the last target is out. First player or team to hit out all pods will end the game and the system will light up in celebration, with eploding targets flashing up and down the pods, and score displayed on the CPU. Game Number: 1 Knock the Lights Out Race All Targets Game Number: 2: Knock the Lights Out Race Lower 4 rows (7 targets) Game Number: 3: Knock the Lights Out Race Middle 3 rows (5 targets) Game Number: 4: Knock the Lights Out Race Upper 3 rows (5 targets) Game Number: 5: Knock the Lights Out Race Lower 2 rows (4 targets) Game Suite: M Name: Knock the Lights Out - Keep 3 On Game Rules: All targets begin turned on. Objective is to knock out all targets. When a lit target is hit, the LEDs turn off. All targets will turn off until the last 3, for all subsequent shots the system will turn on another target to keep the game going. When time epires, the score will display to track results. Game Number: 1: Knock the Lights Out - Keep 3 On All Targets 2017 SMARTfit, Inc. 44

45 Game Number: 2: Knock the Lights Out - Keep 3 On Lower 4 rows (7 targets) Game Number: 3: Knock the Lights Out - Keep 3 On Middle 3 rows (5 targets) Game Number: 4: Knock the Lights Out - Keep 3 On Upper 3 rows (5 targets) Game Number: 5: Knock the Lights Out - Keep 3 On Lower 2 rows (4 targets) Game Suite: N Name: Pairing Game Rules: The game starts with all targets loaded with a different color but turned off. Only two targets have the same color. Objective is to only knock out the targets that are a pair to earn 100 points. The system refreshes, a successful sound is heard and another pair must be found. If an incorrect pair is selected, "uh ooooh" is heard and the system refreshes and a point is deducted. Negative scores are possible. Continue play seeking out as many pairs as possible within the time set. Game ends when time runs out. Score reflects the number of pairs found less the points taken for mistakes. Game Number: 1 Pairing Color All Targets Game Number: 2: Pairing - Numbers All Targets Game Number: 3: Pairing - ABC All Targets Game Number: 4: Pairing - Shapes - All Targets Game Number: 5: Pairing - Dice - All Targets Game Number: 6: Pairing - Symbols - All Targets Game Suite: O Name: Memory Race Game Rules: The game starts with all targets loaded with a different color but turned off. There are enough pairs for an even number of targets and if applicable an odd target would have no mate. Objective is to only knock out the targets that are a paired as quickly as possible. When all the pairs are found, the game ends, and a time is displayed as your score. If an incorrect pair is selected, "uh ooooh" is heard and the system refreshes and a point is deducted. Negative scores are possible. Game ends when all pairs are found Score reflects how fast the pairs of colors were found SMARTfit, Inc. 45

46 Game Number: 1: Memory Color All Targets Game Number: 2: Memory - Numbers All Targets Game Number: 3: Memory - ABC (race) All Targets Game Number: 4: Memory - Shapes (race) All Targets Game Number: 5: Memory - Dice (race) All Targets Game Number: 6: Memory - Symbols (race) All Targets Game Suite: P Game Name: Sequencing Game Rules: The game starts with all targets loaded with a different set of sequential letters or numbers but turned off. Objective is to turn on targets to find their sequence. Hit any target, it will turn on and stay on revealing a random number or letter (game 2). Then seek the net sequential number/letter by striking another target. If wrong it turns on for a second and turns off remember what it is as you will need it as the game progresses. If the second target is the net sequential number, it is correct and will stay on. Repeat until all targets are turned on with the correct sequence of numbers. Game ends when all the sequential numbers have been found. Score reflects the time taken to find the sequence of numbers. Game Number: 1: Numbers All Targets Game Number: 2: Alphabet All Targets Game Suite: Q Name: Equations Seek Game Rules: Target one begins displaying an addition, subtraction, multiplication, division, or square root symbols respectively. Objective is to strike the symbol displayed and seek the answer to each equation. All targets will display a potential answer, but only one number will answer the equation displayed on target one. After a correct hit, all targets will immediately refresh with a new equation and new potential answers. Continue to play until time epires. Game Number: 1: Equations Seek - Addition All Targets Game Number: 2: Equations Seek - Subtraction - All Targets 2017 SMARTfit, Inc. 46

47 Game Number: 3: Equations Seek - Multiplication All Targets Game Number: 4: Equations Seek - Division All Targets Game Number: 5: Equations Seek - Square Roots All Targets 2017 SMARTfit, Inc. 47

48 Core Challenge Chapter 11 Single & Mini Eercises Objective: Strengthen core, hip fleion, and upper body strength and stability Equipment: SMARTfit Single & stability ball Organization: Player starts in push-up position. The player should start within an arm s length reach of the system. The trainer will dictate which core eercise the player will perform. For eample, the trainer will ask the player to either hold a plank while striking the targets, a pike, or mountain climbers before striking the lower two rows of targets with hands for points. Players continue for the given time Suite: C Game: 5 Level: 3 Sensitivity: _Medium_ Time: 30 seconds Activity Level 1 Low Physical Intensity: Play as described in organization. Activity Level 2 Medium Physical Intensity: Add game time to 45 seconds. Play the same as Activity Level 1, ecept player will place their feet on top of a BOSU Ball. Activity Level 3 High Physical Intensity: Set time to 60 seconds. Replace the BOSU for a stability ball. Place ankles/ feet on top of the stability ball and perform the specified task before each strike on lower two rows of targets. High Knee Challenge Objective: Speed drill challenging core strength, cognitive ability, neuromuscular efficiency, and muscular endurance Equipment: SMARTfit Single or Mini, & cones/tape Organization: Player starts within arms distance of the System. A set of cones or tape directly under the player, towards the middle of the Trainer system. The player will maintain lateral high knee back and forth over the obstacle for the time given. The player will strike the correct target in the middle 3 rows as the lateral high knees is performed. The player should alternate hands each strike. Activity Level 1 Low Cognitive Intensity: NOTE: Suite F Game 1 works with SMARTfit Mini system Suite: F Game: 3 Level: 2 Sensitivity: _Medium_ Time: _45 seconds_ 2017 SMARTfit, Inc. 48

49 Activity Level 2 Medium Cognitive Intensity: Game is set up and played the same as activity level 1. Player uses left hand for displayed L targets, right hand for displayed R targets, and uses both hands for displayed B targets. NOTE: Suite I Game 1 works with SMARTfit Mini system. Suite: I Game: 3 Level: 2 Sensitivity: _Medium_ Time: _45 seconds_ Activity Level 3 High Cognitive Intensity: Same set up as level 1 and 2. Player is seeking the correct letter. NOTE: Suite G Game 1 works with SMARTfit Mini system Suite: G Game: 3 Level: 2 Sensitivity: _Medium_ Time: _45 seconds_ Hand Eye Coordination Objective: Hand-eye coordination, kinetic chain linking, and concentration Equipment: SMARTfit Single or Mini & Tennis ball Organization: Player stands at 5 mark with tennis ball in hand. When the trainer says go, player throws ball at the single lit target as it moves across the top 5 targets. Activity Level 1 Low Cognitive Intensity: Suite: C Game: 4 Level: 3 Sensitivity: _Lowest_ Time: 60 seconds Activity Level 2 Medium Cognitive Intensity: Game is played the same as activity level 1, ecept the target will light up anywhere on all 9 targets. Have player alternate hands after each throw. Suite: C Game: 1 Level: 3 Sensitivity: _Lowest_ Time: 60 seconds Activity Level 3 High Cognitive Intensity: Game is played the same as activity level 2, ecept player must seek the color. After every right-handed throw, the player will catch the tennis ball with the left hand. When player throws with the left hand, they will catch it with the right hand. Suite: J Game: 1 Level: 3 Sensitivity: _Lowest_ Time: 60 seconds Eye Food Objective: Peripheral Vision, Reactions, and concentration Equipment: SMARTfit Single or Mini & noodle Organization: Player stands at the right corner of SMARTfit station with a noddle in hand closest to the station. The eyes will focus into the distance, across the left side of the station. When the trainer says go, player strikes the single lit target, without ever looking at the SMARTfit system. As the target moves across the middle 3 rows, the player will 2017 SMARTfit, Inc. 49

50 alternate hands for every strike. Switch to the left corner of the station after the 30 second game. Activity Level 1 Low Cognitive Intensity: Play as descripted above in the organization. Suite: C Game: 3 Level: 3 Sensitivity: _Medium_ Time: 60 seconds Activity Level 2 Medium Cognitive Intensity: Play game the same as activity level 1, ecept player will strike a lit target anywhere on the lower 4 rows. Suite: C Game: 2 Level: 3 Sensitivity: _Medium_ Time: 60 seconds Activity Level 3 High Cognitive Intensity: Play game the same as activity level 1 and 2, ecept player will strike a lit target anywhere on the system. Suite: C Game: 1 Level: 3 Sensitivity: _Medium_ Time: 60 seconds Burpee Toss Objective: Drill that challenges speed, endurance and stability Equipment: SMARTfit Single or Mini & Medicine ball Organization: Player starts at 6 mark with medicine ball in hands. When trainer says go; player drops to the ground to perform a burpee. Upon completion, player throws the ball to a single target 3 times. Repeat until time runs out Activity Level 1 Low Cognitive Intensity: Suite: C Game: 1 Level: 3 Sensitivity: _Lowest_ Time: 60 seconds Activity Level 2 Medium Cognitive Intensity: Play the same as Activity Level 1 ecept players now must seek a single color out 2 times. Suite: J Game: 1 Level: 3 Sensitivity: _Lowest_ Time: 60 seconds Activity Level 3 High Cognitive Intensity: Play the same as Activity Level 1 ecept players now must seek a smiley face for 1 strike. Suite: K Game: 1 Level: 3 Sensitivity: _Lowest_ Time: 60 seconds 2017 SMARTfit, Inc. 50

51 Spider Drill Chapter 12 Pod Eercises Organization: Set up pods in an evenly distributed circle with a 10 feet radius around a start cone. Program: Individual Activity 1: The player begins at the start cone. To begin, the player will run to the single lighted pod for a strike and return toward the start cone. The player will repeatedly strike a target and return to the start cone for the given time. NOTE: Any suite of games labeled with a TRACK title is playable in activity 1. Suite: D Game: 5 Level: 3 Sensitivity: _Medium_ Time: seconds Increment: _10_ Ma Value: 99 Start: _Random_ Activity 2: The player begins at the start cone and runs up to the pod that displays a number and returns toward the start cone. The player will repeatedly strike each number displayed on a pod counting by 10 after each strike. and return to the start cone for the given time. NOTE: Any suite of games labeled with a SEEK title is playable in activity 2. Suite: E Game: 5 Level: 3 Sensitivity: _Medium_ Time: seconds Increment: 10_ Ma Value: 99 Start: _Random_ Program: Partners or Small groups Activity 1: Two players begins on the first start cone. Both player will race each other to tap the correct pod for the entire length of the game. Track each players number of strikes on a pod to determine the winner. NOTE: Any suite of games labeled with a TRACK title is playable in activity 1. Suite: D Game: 5 Level: 3 Sensitivity: _Medium_ Time: seconds Activity 2: Two players begins on the first start cone. Both player will race each other to tap the correct pod for the entire length of the game. Track each players number of strikes on a pod to determine the winner. The pods will count by 10 after each strike. NOTE: Any suite of games labeled with a SEEK title is playable in activity 2. Suite: E Game: 5 Level: 3 Sensitivity: _Medium_ Time: seconds Increment: 10_ Ma Value: 99 Start: _Random_ 2017 SMARTfit, Inc. 51

52 V Sprints Organization: Set up pods in a V shape with a start cone as the base connector of the V. The first 2 pods of each line should have approimately 8 feet of distance from the start cone, and remaining pods should subsequently continue with 8 feet of distance from the net. Program: Individual Activity 1: The player begins at the start cone. To begin, the player will run up to the single lighted pod for a strike and return to the start cone. The player will repeatedly strike a target and return to the start cone for the given time. NOTE: Any suite of games labeled with a TRACK title is playable in activity 1. Suite: B Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds Activity 2: The player begins at the start cone. To begin, the player will run up to the pod that displays the smiley face and return to the start cone. The player will repeatedly strike the smiley face displayed on a pod and return to the start cone for the given time. NOTE: Any suite of games labeled with a SEEK title is playable in activity 2. Suite: K Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds Program: Partners or Small groups Activity 1: First line of players begins on the left of the start cone and the second line begins on the right of start cone. To begin, the first two players of each line will run to strike the single lighted target. The player who struck the target first will return to the start cone, while the other player stays to strike the net lighted pod. The players will repeatedly strike a target and return to the start cone for three strikes each, and tag the net player in line. Continue for the given time. NOTE: Any suite of games labeled with a TRACK title is playable in activity 1. Suite: B Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds Activity 2: First line of players begins on the left of the start cone and the second line begins on the right of start cone. To begin, the first two players of each line will run to strike the pod displaying a smiley face. The player who struck the target first will return to the start cone, while the other player stays to strike the net desired pod. The players will repeatedly strike a 2017 SMARTfit, Inc. 52

53 target and return to the start cone for two strikes each, and tag the net player in line. Continue for the given time. NOTE: Any suite of games labeled with a SEEK title is playable in activity 2. Suite: K Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds Side Mirrors Organization: Set up 3 rows of 2 pods to the left of a start cone. Row 1 will start 6 feet to the left of the cone and the second pod 6 feet further on the left of the cone. Row 2 will start 6 feet in front and 9 feet to the left of the start cone, while the second pod is 6 feet further to the left of the first pod in row 2. Row 3 will begin in line with row 1, yet 6 feet in front of row 2. A second start cone will be placed in line with row 3 and the first start cone. Program: Individual Activity 1: The player begins at the first start cone. To begin, the player will side shuffle to the single lighted pod for a strike and return toward the start cone. The player will repeatedly strike a target and return to the start cone for the given time. NOTE: Any suite of games labeled with a TRACK title is playable in activity 1. Suite: F Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds Activity 2: The player begins at the start cone. To begin, the player will run up to the pod that displays the A and return to the start cone. The player will repeatedly strike each subsequent letter of the alphabet displayed on a pod and return to the start cone for the given time SMARTfit, Inc. 53

54 NOTE: Any suite of games labeled with a SEEK title is playable in activity 2. Suite: G Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds Program: Partners or Small groups Activity 1: First line of players begins on the first start cone and the second line begins on the second start cone. To begin, the first two players of each line will side shuffle to strike the single lighted target. The player who struck the target first will return to the start cone, while the other player stays to strike the net lighted pod. The players will repeatedly strike a target and return to the start cone for three strikes each, and tag the net player in line. Continue for the given time. NOTE: Any suite of games labeled with a TRACK title is playable in activity 1. Suite: F Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds Activity 2: First line of players begins on the first start cone and the second line begins on the second start cone. To begin, the first two players of each line will side shuffle to strike the pod displaying an A, then each letter down the alphabet. The player who struck the target first will return to the start cone, while the other player stays to strike the net desired pod. The players will repeatedly strike a target and return to the start cone for two strikes each, and tag the net player in line. Continue for the given time. NOTE: Any suite of games labeled with a SEEK title is playable in activity 2. Suite: G Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds 2017 SMARTfit, Inc. 54

55 Diagonal Sprints Organization: Set up a single line of pods separated by 5 feet, while facing a start cone placed 10 feet in front of pods. Program: Individual Activity 1: The player begins at the start cone and will sprint to the single lighted pod for a strike and return toward the start cone. The player will repeatedly strike a target and return to the start cone for the given time. NOTE: Any suite of games labeled with a TRACK title is playable in activity 1. Suite: F Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds Activity 2: The player begins at the start cone and sprints to the pod that displays the A and returns toward the start cone. The player will repeatedly strike each subsequent letter of the alphabet displayed on a pod and return to the start cone for the given time. NOTE: Any suite of games labeled with a SEEK title is playable in activity 2. Suite: G Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds Program: Partners or Small groups Activity 1: First player begins on the right of the start cone and the second player begins on the left of start cone. To begin, the first two players of each line will sprint to strike the single lighted target. The player who struck the target first will return to the start cone, while the other player stays to strike the net lighted pod. The players will repeatedly strike a target and return to the start cone for two strikes each, and tag the net player in line. A line of players will begin behind the start cone. Continue for the given time. NOTE: Any suite of games labeled with a TRACK title is playable in activity 1. Suite: F Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds Activity 2: First player begins on the right of the start cone and the second player begins on the left of start cone. To begin, the first two players of each line will sprint to strike the pod displaying an A, then each letter down the alphabet. The player who struck the target first will return to the start cone, while the other player stays to strike the net desired pod. The players will repeatedly strike a target and return to the start cone for two strikes each, and tag the net player in line. A line of players will begin behind the start cone. Continue for the given time. NOTE: Any suite of games labeled with a SEEK title is playable in activity SMARTfit, Inc. 55

56 Suite: G Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds 2017 SMARTfit, Inc. 56

57 Diagonal Sprints Chapter 13 Combo Eercises Organization: Set up a single line of pods separated by 5 feet, while facing a start cone placed 10 feet in front of pods. On the other side of the cone, 10 feet in front is the SMARTfit Single or Mini. Program: Individual Activity 1: The player begins at the start cone and will sprint to the single lighted target for a strike and return toward the start cone. The player will repeatedly strike a target and return to the start cone for the given time. NOTE: Any suite of games labeled with a TRACK title is playable in activity 1. Suite: F Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds Activity 2: The player begins at the start cone and sprints to the first target that displays the A and returns toward the start cone. The player will repeatedly strike each subsequent letter of the alphabet displayed on a pod and return to the start cone for the given time. NOTE: Any suite of games labeled with a SEEK title is playable in activity 2. Suite: G Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds Program: Partners or Small groups Activity 1: First player begins on the right of the start cone and the second player begins on the left of start cone. To begin, the first two players will sprint to strike the single lighted target. The player who struck the target first will return to touch the start cone, while the other player stays to strike the net lighted target. The players will repeatedly strike a target and return to touch the start cone for three strikes each, and tag the net player in line. A line of players will be held just outside of the field of play, so we don t have anyone in the way of the two players striking their targets. Continue for the given time. NOTE: Any suite of games labeled with a TRACK title is playable in activity 1. Suite: F Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds Activity 2: First player begins on the right of the start cone and the second player begins on the left of the start cone. To begin, the first two players of each line will sprint to strike the pod displaying an A, then each letter down the alphabet. The player who struck the target first will return to the start cone, while the other player stays to strike the net desired pod. The players will repeatedly strike a target and return to the start cone for two strikes each, 2017 SMARTfit, Inc. 57

58 and tag the net player in line. A line of players will be held just outside of the field of play, so we don t have anyone in the way of the two players striking their targets. Continue for the given time. NOTE: Any suite of games labeled with a SEEK title is playable in activity 2. Suite: G Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds Single File Sprints Organization: Set up a single line of pods, approimately 5 feet away from each other. Place a start cone 5 feet in front of the line of pods, in which the player(s) can view each target. Place the SMARTfit Single or Mini 10 feet away from the start cone, while facing the pods. Program: Individual Activity 1: The player begins at the start cone. To begin, the player will run to the single lighted target and return to the start cone. The player will repeatedly strike a target and return to the start cone for the given time. NOTE: Any suite of games labeled with a TRACK title is playable in activity 1. Suite: C Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds Activity 2: The player begins at the start cone. To begin, the player will run to strike the correct colored (given before the game starts) target and return to the start cone. The player will repeatedly strike the correct color displayed on the pods and return to the start cone for the given time. NOTE: Any suite of games labeled with a SEEK title is playable in activity 2. Suite: J Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds Program: Partners or Small groups Activity 1: First player begins on the left of the cone and the second player begins on the right of the cone. To begin, the first two players will run toward the single lighted target. The player who struck the target first will return to the start cone, while the other player stays to strike the net lighted target. The players will repeatedly strike a target and return to the start cone for three strikes each, and tag the net player in line. A line of players will be held just outside of the field of play, so we don t have anyone in the way of the two players striking their targets. Continue for the given time. NOTE: Any suite of games labeled with a TRACK title is playable in activity 1. Suite: C Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds Activity 2: First player begins on the left of the cone and the second player begins on the right of cone. To begin, the first two players will run to strike the correct colored (given 2017 SMARTfit, Inc. 58

59 before the game starts) target. The player who struck the target first will return to the start cone, while the other player stays to strike the net desired target. The players will repeatedly strike a target and return to the start cone for two strikes each, and tag the net player in line. A line of players will be held just outside of the field of play, so we don t have anyone in the way of the two players striking their targets. Continue for the given time. NOTE: Any suite of games labeled with a SEEK title is playable in activity 2. Suite: J Game: 1 Level: 3 Sensitivity: _Medium_ Time: seconds 2017 SMARTfit, Inc. 59

SMARTfit Functional and Brain Fitness Games for SMARTfit Single, SMARTfit Mini And SMARTfit Combo. Getting Started User Manual Rev 5.

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