SMARTfit Functional and Brain Training Games. Getting Started User Manual Rev 4.0 SMARTfit Play and Performance Pods

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1 SMARTfit Functional and Brain Training Games Getting Started User Manual Rev 4.0 SMARTfit Play and Performance Pods 2016

2 Unlike other fitness equipment which may require additional insurance, SMARTfit Play Pods have 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 Multisensory Fitness, Inc. disclaims all responsibility for any injury incurred as a consequence of participating in this program without first consulting a physician or otherwise qualified health care professional. Thank You. Enjoy your new SMARTfit system! Multisensory Fitness, Inc.

3 Table of Contents Table of Contents... 2 Chapter Welcome to SMARTfit Functional and Brain Fitness Training Games... 4 SMARTfit Conditioning for the Mind and Body: How it works... 4 Kinesthetic Learning... 4 Chapter System Settings on Your SMARTfit Pod System... 6 System Options... 6 System Settings and Operation... 7 The system CPU... 7 Chapter Set-up SMARTfit Wireless Play/Performance Pods Hanging Wireless Pods on Walls Attaching to Pods Stands Chapter System Start-up, Settings and Operation The system CPU Wireless Pod Systems Setup the CPU Charging Your Wireless Pods System Start Up and Initialization Wired System Start-up and Initialization System Menu Structure Chapter Recommended Equipment for SMARTfit Pod System Equipment to Use Chapter Group Training Drills on your SMARTfit Pod System Operating Basics for Instructors How to organize your group for fun with SMARTfit Pods Modes of Play Multisensory Fitness, Inc. 2

4 Setting Your SMARTfit Pod Game Times and Playing Distances for a Specific Concept or Skill Emphasis Chapter Designing a Lesson Plan TEMPLATE DESIGN YOUR OWN CLASS Chapter Chart Displaying Activated Games Chapter Game Rules Game Category 1: Rallywall Game Category : Chase the Target Game Category : Lights Out Game Category : Memory Pairing and Pattern Recognition Multisensory Fitness, Inc. 3

5 Chapter 1 Welcome to SMARTfit Functional and Brain Fitness Training Games SMARTfit Conditioning for the Mind and Body: How it works SMARTfit is designed for the option of either supervised and unsupervised play/training environments. The cognitive training is the key element that differentiates SMARTfit programs which 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 exercise by stimulating the hands, feet, eyes, ears and vestibular system in playing real games with real tactile equipment (not simulated) Featuring high levels of auditory and visual cues to engage creative mental problem solving while the players are moving 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 programming improves functional abilities (flexibility, balance, and endurance) while concurrently developing high levels of 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. Doing this concurrently with exercise produces BDNF, a hormone (now called miracle grow for the brain) known to improve attention and focus as well as brain plasticity. Kinesthetic Learning SMARTfit engages the whole body in real-play game placing physical demand on the brain and peripheral nervous system to perform and complete tasks. The body s vestibular system controls balance and spatial awareness which facilitates a student s ability to place words and letters on a page. Tracking specific patterns, letters and numbers while engaging the whole body (using a noodle, ball, or hands in some of the games) promotes the brain s ability to encode symbols Multisensory Fitness, Inc. 4

6 Multisensory training protocols can better approximate natural settings and are more effective at developing sensory and motor neuro-pathways providing an ideal framework that the brain uses for academic concepts. Scientific evidence strongly supports that the integration of learning and movement or exercise to stimulate production of neurotrophic factors. This helps repair brain cells, prevent cognitive decline, improve learning, and promotes sensory-motor activity performance Multisensory Fitness, Inc. 5

7 Chapter 2 System Settings on Your SMARTfit Pod System System Options Wired These systems are hard wired onto walls and run off 110 electrical outlets. Wireless Wireless systems require a 110 electrical outlet for the CPU and the rechargeable wireless pods can communicate with the CPU within a range of 100 feet. A single CPU can run up to 6 wireless pods. Pods can operate for up to 18 hours of continuous play and are recharged in overnight via a charging connector that plugs into a 110 outlet Multisensory Fitness, Inc. 6

8 Combination of Wired and Wireless The CPU and some of the pods are permanently installed on the wall and some pods communicate wirelessly. Pods can be paced on the floor, or mounted to walls or to our pod stands. System Settings and Operation The system CPU The system CPU contains the main electronic boards, the sound system and speakers, the time clock, the scoreboard, the touch key interface for making game and system selections, and the power supply. Power On/Off The on/off switch is located on the right side of the CPU near the power connect cord. When powering on, the system will take 3 seconds to check that all components are working properly. Please DO NOT 2016 Multisensory Fitness, Inc. 7

9 TOUCH it during this check or your system will display an error message. If this occurs, simply turn the system off, wait for 3 seconds, then restart. The system 16-digit Alpha Numeric Interface The system Interface provides a line of letters for communicating with the system and making choices. A short press leads to game selections and a long press takes you to system selections. These options are addressed later in this chapter. Scoreboard and Time clock The system Time clock and scoreboard are located below the numeric interface. Sound and Volume Options There are 3 ways to use the sound in the system from the system control button. 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. There are 13 pre-programmed songs that can set the atmosphere for the age of the players. These range from nursery rhymes to sports training to golden oldies. These songs can be selected as the attract mode which kicks in when the system is dormant for 5 minutes (optional). 2. Game tones. There are three sets of game tones that can be used to indicate the right/wrong hits and game fanfares. 3. 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. The system Recharging system A special power connector is also supplied for connecting the wireless play pods to a power supply which plugs into a 110 outlet. A set of 6 pods should take about 4 hours to charge and will provide up to 18 hours of play. Use the system interface button to find the settings. Sensitivity There are 5 levels of touch sensitivity on the pods that range from a light touch of a child to a heavier touch of an athlete or medicine ball Multisensory Fitness, Inc. 8

10 Wireless Remote Control The remote control is your tool to select game, level, time, volume, and system settings. Pressing the buttons allows you to scroll through the available choices. SMARTfit Pods can be programmed for a variety of functions Multisensory Fitness, Inc. 9

11 Chapter 3 Set-up SMARTfit Wireless Play/Performance Pods The wireless SMARTfit Pods are versatile systems, perfect for on the field, in the gym, or in the classroom. The Play Pod systems differ from the Performance systems in color only. Performance pods are black and the Play Pods come in 6 different colors. The CPU is always mounted on the secured case using the Velcro strap provided and needs to be located near a power outlet. The Pods can be located anywhere within 100 of the CPU and can be indoors or outdoors. The pods can be temporarily mounted on walls or floor and can also be mounted on the pods stands and placed in any configuration desired by the trainer. Place them close together for more intense cognitive games and further apart for adding a higher cardio component. To stabilize the stands for play involving ball play, use the tent pegs supplied if outdoors, or, for indoors, place a 10-20lb weight inside each Pod Stand. Here are some suggested mounting locations: Hanging Wireless Pods on Walls Install temporary mounting hardware for the Pods to be mounted for play. It is recommended that the Pods be spread out over the largest distance possible to allow players to take advantage of all the available space. Pods can be spaced up to 100 feet apart, so be creative and have fun! For pod placement tips, try watching some of our videos online to get a feel for how other people are using them. Note the two keyhole cutouts on the Pod Back for mounting Multisensory Fitness, Inc. 10

12 In the following, we will go over how to install mounts like these that will fit into the keyhole slots on the pod back for temporary mounting. Materials Required for this Install: #3 Philips Head Screwdriver Tape Measure Pencil Level (8 or longer preferred) Power Drill 5/16 Drill Bit Rubber Mallet Painter s Tape Procedure 1. First, determine where on the wall the Pods should be located. It is helpful to mark these areas with a piece of your painter s tape, just to get an idea of where your pods will go. 2. Now that the Pod locations have been selected, use your level and your pencil to draw a horizontal line (about 10 inches long) through what will be the center of the target. 3. Make a vertical mark that crossed the horizontal line about 4 to the right of where the center of the pod will be located Multisensory Fitness, Inc. 11

13 4. Measure 8 1/8 to the left of this mark. This will ensure that the marks are perfectly spaced so that the mounting screws will be centered in the pod mounting holes after installation. There should now be a horizontal line on the wall with two vertical marks through it 8 1/8 apart (See Picture Above). At each of the intersections of these lines, drill a 5/16 hole. 5. Insert anchors into holes, using a rubber mallet if necessary to get them flush. 6. Insert the screws into the anchors, leaving ¼ protruding. 7. To mount a Pod, simply insert the ¼ protruding screws into the large portion of the Keyhole. Push down on the pod so that the screw shaft seats in the smaller portion of the keyhole. The Pod should now be held snug against the wall, but still removable if lifted. The tightness of the hold can be adjusted by loosening or tightening the screws in the anchors. Attaching to Pods Stands Assembly 2016 Multisensory Fitness, Inc. 12

14 1. Unfold base from sides. 2. Insert the bottom lip of the front side into the base. 3. Peel off 1 st piece of Velcro. 4. Fix Velcro to the bottom front joint. 5. Peel of 2 nd piece of Velcro. 6. Fix Velcro to the bottom back joint. 7. Take Play Pod out of box and fix the back of a Play Pod to front side of the stand. 8. Make sure the top of the back side is under the acromion. The stand should function similar to a stabilizing joint. Disassembly 1. Detach Pod from stand. 2. Place Pod back in box. 3. Peel 1 st piece of Velcro from the front joint. 4. Fix Velcro to front side of stand. 5. Peel 2 nd piece of Velcro from back joint. 6. Fix Velcro to front side of stand. 7. Pull out bottom of the front side from the base. 8. Fold base under and in between both side. 9. Place Play Pod Stand in box. Fixing stand to the ground 1. Pull Pod stand stakes from box. 2. Insert stakes through four corners of the stand base. 3. Step on stakes to secure into the ground 2016 Multisensory Fitness, Inc. 13

15 Chapter 4 System Start-up, Settings and Operation The System requires a 110 electrical outlet and can operate with the wired or wireless pods. The system CPU The system CPU contains the systems controller, electronic boards, sound system and 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 right side of the CPU near the power connect cord. When powering on, the system will take 3 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 3 seconds, then restart. Scoreboard The scoreboard displays up to four digits of score. Time Clock The time clock displays 4 digits of time including milliseconds during the final ten second countdown of a game. The system 16-digit alpha numeric interface and keypad 2016 Multisensory Fitness, Inc. 14

16 The system Interface provides a line of letters and keypad that allows you to customize your preferences. Games: Press the game button once followed by the up arrow allows you to cycle through the game list. Game settings: A double press will allow you to customize the time and volume of the game. System Button: System selections include setting target sensitivity; target addressing and customizing sound game tones, voice instructions and attract mode. Suite Button (coming soon): This button allows you to set up customized lesson/workout plans that include a group of games that will operate sequentially. The systems voice is available in the options of male or female in the following languages: English, German, French and Spanish. This selection of language requires different audio cards which need to be ordered. Sound and Volume Options There are 3 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: 4. Pre-programmed songs for use as attract mode. There are 13 pre-programmed songs that can set the atmosphere for the age of the players. These songs can be selected as the attract mode which kicks in when the system is dormant for 5 minutes Game tones. There are three sets of game tones that can be used to indicate the right/wrong hits and game fanfares Multisensory Fitness, Inc. 15

17 5. 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. Wireless Pod Systems Setup the CPU 1. Your wireless Pod systems is stored in a secured case with wheels. It is used to transport the system as well as to support the CPU during use by strapping it onto the handle after standing it upright. 2. Remove CPU, Pods, power adaptor and charging cables as well as the power cord from the case and set aside. 3. Close and lock case. 4. Stand case vertical and upright. 5. Unlock and pull handle all the way out. 6. Slide the Velcro backing of CPU through the case handle. 7. Make sure Velcro is tight and CPU is secure 8. Plug in one side of your power cable into the right side of the CPU and the other side into the 110V outlet. Charging Your Wireless Pods 1. Take the power adaptor and charging cord and plug it into an electrical outlet. 2. Plug other end of charging cord into the back of a Pod. 3. The Pod may take up to 2 hours to fully charge. 4. Once all Pods are charged, unplug charging system from Pods and place it in the case. 5. Place the Pods either on the stands where they will be used (wall or floor). 6. You will notice a flashing blue light in the bottom right corner of the target which lets you know the Pods have power Multisensory Fitness, Inc. 16

18 System Start Up and Initialization There are a few things to keep in mind when starting up your Pod system for the first time and each time it is upgraded Multisensory Fitness, Inc. 17

19 When the CPU is turned on, it will go through an initialization process. Here it will identify all of the active (turned on and addressed) pods. In the event that the Pod CPU finds no first target, it will ask the user if they would like to identify the targets with the prompt, ID TARGETS NO? To ID the targets, make sure all targets are on (targets that are on will have a blue light that blinks every five seconds in the lower right of the display) and press the up key so that ID TARGETS YES? is displayed. Press the menu button to continue. The targets should all now 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. When all targets display the? symbol, tap them 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. When all targets are displaying a letter, press the menu button again to commit these addresses to memory. Your system is now ready for play! Relocate 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. The Pod is not detected: 1. The Pod was not turned on. If a pod is on, a blue light will blink every 5 seconds in the lower right hand corner. If there is no blinking blue to indicate the pod is active, try pressing the red button on the pod face. 2. The Pod turned itself off. Pods run on stored energy, so for maximum play time they have a few built in features to keep you playing longer between charges. A pod will turn itself off after 5 minutes of inactivity. Even if you know you turned the pod on to begin with, try turning it on again. 3. The Pod ran out of stored power. If the Pod does not come on when you push the red button on the face, it might have run out of power. Hook the pod up to the charger. Let it charge for seconds and then press the red button on the pod face. If it turns on, fully charge the pod before play. 4. The Pod was out of range. Like any wireless devices, the play pods have a limited range. There is also a chance that the path the signal needs to take to reach a pod is blocked. Make sure the pod has a clear line of site to the CPU and is within 100 feet of it. 5. If none of these options work, contact technical support Multisensory Fitness, Inc. 18

20 The Pod is not addressed: 1. The Pod arrived with no pre-programmed addresses. The Pod system is extremely versatile. As such, it is our goal to give our users as much control as possible to make their systems work for their specific task. In some cases, a system may arrive without addresses. This is normal, and gives you the user full control over how your system is set up. 2. The system encountered a problem in a readdressing attempt. In rare cases, something can go wrong during the addressing process. Don t worry, simply re-address. One can re-address for any reason simply by selecting the address function in the system menu (see menu options section for more details). Wired System Start-up and Initialization When the CPU is turned on, it will go through an initialization process where it will identify all of 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 activate certain targets for the workout session. This needs to be done if you wish to change from either the panel system to adding wireless pods, or using just the pods alone. When the CPU firsts turns on, it will allow you to select which mode you plan to use and will set the system accordingly. If you are using wireless pods, please ensure they are turned on before powering up so that the system can recognize them during the initialization process. If you are adding wireless pods then the system will look for them and if they are not found, it will ask if you would like to identify the targets with the prompt, ID TARGETS NO? To ID the targets press the up key so that ID TARGETS YES? is displayed. Press the enter button to continue. When all targets display the? symbol, tap them 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. When all targets are displaying a letter, press the menu button again to commit these addresses to memory. Your system is now ready for play! System Menu Structure 2016 Multisensory Fitness, Inc. 19

21 To get started press: 1. System button access the system menu. 2. Game button access the game menu and also cycles through game suites. 3. UP or DOWN button cycle through values. 4. Enter button cycles through options 5. Wait 5 seconds after modifying a setting for your change to take effect. Game Button: Game Select Menu: Short Press the Game button brings up game selection use arrows to cycle through games. Game Sets: Multiple short presses of the GAME button cycles through the game sets. Game Settings menu: Short press on the ENTER key will send you to the game options to set time, volume, level and sensitivity. o Game Time: Here the up and down keys can be used to select game duration. o Game Volume: volume for game sounds, hits, misses. Use the arrows to select volume o Game Level: The up and down keys can be used to select game level. o Game Sensitivity: The up and down keys can be used to select how sensitive the targets become. System Button: System Select Menu: Short Press the System button brings up system parameters. Pressing the RETURN key cycles through the parameters; number of targets, number of pods, RF channel, system volume, attract music, auto restart, voice instruction, tones, auto addressing, password and message. o Number of targets: Up and Down arrows are used to select how many targets are in your panel. o Number of pods: Up and Down arrows are used to select how many targets are in your panel. o RF radio: This feature is used to move the RF radio band if interference from other products or multiple MFI 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. o System volume: UP and DOWN keys increase and decrease the volume of the instructions (start the game, end of game, etc.) o Attract Music: Select the music played while attract mode is active using the UP and DOWN keys, the selected song will be played when selected to help the user decide if the selected song is the desired song Multisensory Fitness, Inc. 20

22 o 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. o Voice instruction: Choose whether or not to have voice instructions enabled. Turn Voice Instruction on or off using the UP and DOWN keys. o 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 hit to help the user decide if it is the right tone. o Auto address: which is used to initialize the targets: Here, the user can select between three options using the up and down keys. NO ADDR PROMPT: This option does not display the address prompt when the Pod CPU is started up. ADDR PROMPT ON: This option displays the address prompt every time the Pod CPU is rebooted. ADDR NOW: If this option is selected and the user waits 3 seconds, the ID TARGETS NO? prompt comes up. Pressing the up key will display ID TARGETS YES? Pressing the menu button here will result in the target ID process becoming active. For more information on this, see the System Startup and Initialization section. o Password: Not presently used, for future protection. o Message: The message displayed here is the message that shows up on the targets during the Attract mode Multisensory Fitness, Inc. 21

23 Chapter 5 Recommended Equipment for SMARTfit Pod System Equipment to Use Your SMARTfit Pod System is safest when the recommended play equipment is used. Instructors are able to easily incorporate fun workouts by following the activity plans in this book for either unsupervised or supervised play. Beanbags for single directional play i.e., throwing/aiming Playground balls in different colors: 5-7 diameter Swim noodles cut in half for stretching and for striking A plastic container for balls and equipment kept outside the play area. The following equipment is supplied with your system when it is purchased. Duffel bag or equipment 7 yellow playground balls Foam noodles 2016 Multisensory Fitness, Inc. 22

24 Chapter 6 Group Training Drills on your SMARTfit Pod System Operating Basics for Instructors SMARTfit Pods focus on improving functional abilities, spatial awareness, neuromuscular efficiency, focus, and concentration for kids up to 11 years. Players can play with minimal supervision with the games set to auto-start or with supervision where they are divided up into teams ranging from 2 to 8 per team. One team plays at a time aiming to achieve the highest score by team members working together. The more organized the team the higher the scores they will achieve. SMARTfit Pod games are fun and promote healthy social interaction. Kids will achieve gains in fitness and coordination as a result of participating in the games while having fun. It is a training tool that engages and improves the mind as well as the body because games are designed to engage thinking in motion, strategy, decision making, and reaction skills. With SMARTfit players get an exciting, free-movement physical workout while also being conditioned mentally. How to organize your group for fun with SMARTfit Pods The workouts in this manual are designed for both unsupervised play and group play. For group play, it is essential to plan and organize the group quickly in order to get them into action as soon as the session starts. UNSUPERVISED PLAY This is designed for day care and child minding areas and will allow you to manage a large number of players with minimal staffing. Players will be involved in physical activity while staff can then spend time with the children or infants that need closer individual care. SUPERVISED PLAY This can include math and spelling games, fun entertainment for birthday parties, after school programs, as well as for clinical sessions for sensory processing classes, or any session that is supervised by an 2016 Multisensory Fitness, Inc. 23

25 instructor. Here the instructor has the opportunity to provide a variety of learning situations for the players, both as individuals and in a team play environment. Players will accomplish tasks that will teach cooperation and team-building skills. SMARTfit Pods can be used for up to 8 players per team with a maximum of 3 teams depending on the play area allocated to the system. Only one team enters the play area at a time. It is preferable to match groups of similar ages in the same group. To organize your teams, get the whole group to stand in a line ranging in height from shortest to tallest. Then count them off depending on the number of teams you want. If 3 teams, count them off from the front to back, 1,2,3,1,2,3,... then all the 1 s will be in team 1, 2 s on team 2, and 3 s on team 3. Keep a whiteboard nearby to record the scores of each team. Use score stickers for the kids to record their highest score. Watch how team cooperation and leadership takes place naturally as the teams organize themselves to achieve the highest score possible. Modes of Play There are five ways to run drills on the SMARTfit Pod: Individual: First player plays the entire game to time completion. Next player in line begins a new game with a new time. Alternating players or teams: Two or more players team up and play the game together and alternate with one or two other teams. Concurrent Team play: Each team is given a color pod or group of targets to be responsible for. When the next pod in the game presents itself, depending on the color, a team member for that color needs to strike it. Setting Your SMARTfit Pod 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 the Pods further apart: 10 or more up to 30.' Have team relays for longer periods of time: 120 seconds to 240 seconds Have rotating teams not playing perform exercises while waiting for their turn Cognitive Longer time periods of play: 60 seconds to 240 seconds depending on the size of the group 2016 Multisensory Fitness, Inc. 24

26 Use games that track numbers, letters, colors and pictures as well as memory, pairing and sequencing games Chase the Target Challenge Games Counting Games Word Games Math Games Pairing Games 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 pods: fast to slow and forward to backward, lateral to the right one direction and to the left the other Move start line closer to station for quick returns and reaction times with ball games Use speed ladders, 4 balance beams, cones or poly spots in pathway to the pods Skill/Accuracy Chase games using one active target with a ball or bean bag: All activities in Games: Knock the Lights Out Ball games with or without a bounce on the return 2016 Multisensory Fitness, Inc. 25

27 Chapter 7 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 examples 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: Equipment Game Start Line Mode Seconds COOL-DOWN: Equipment Game Start Line Mode Seconds 2016 Multisensory Fitness, Inc. 26

28 Chapter 8 Chart Displaying Activated Games # RALLYWALL Zones 1 Rallywall Zones All Targets - 5 points for each hit to the lit targets CHASE THE TARGETS 210 Chase the Single Target - (all targets) Emoticons 211 Chase the Single Target - (all targets) Dice 212 Chase the Single Target - (all targets) Shapes 219 Chase the Single Target (all targets) chase the lit target 225 Chase the Single Number (all targets) chase the lit target as it counts from 0 to Chase the Single Number, by 2 (all rows) chase the lit target as it counts by 2 s 228 Chase the Single Number, by 3 (all rows) chase the lit target as it counts by 3 s 229 Chase the Single Letter (all rows) chase the lit target as it goes from A to Z KNOCK THE LIGHTS OUT 600 Lights Out Race - (all targets) Knock out all targets 605 Lights Out Keep 3 On Timed Game (all targets) Knock out all the lights and then continue to chase 3 targets. 608 Track the Number - Race (all targets) Track the correct number 0 to 19 and back to Track the Number - Race (all targets) Track the correct number 19 to Track the Number Timed Game (all targets) Track the correct number 0 to 19 and back to Track the Number, X 2 Timed Game (all targets) Track the correct number counting by 2 s. 614 Track the Number, X 3 Timed Game (all targets) Track the correct number counting by 3 s. 618 Track the Letter Timed Game (all targets) Track the alphabet, A to Z and back. 621 Track the Color Timed Game (all targets) Track the color on center target at start. 624 Track the Smiley Face Timed Game (all targets) Track the smiley face until time runs out. PAIRING, MEMORY AND SEQUENCING Find the pairs or sequence 800 Pairing - Color (timed game). 801 Memory - Color (race). 802 Pairing - Numbers (timed). 803 Memory - Numbers (race). 804 Memory Numbers Find the sequence (race) 805 Pairing - ABC (timed). 806 Memory - ABC (race). 807 Memory Alphabet Find the sequence (race) 808 Pairing - Shapes (timed). 809 Memory - Shapes (race). 810 Pairing - Dice (timed). 811 Memory - Dice (race). 812 Pairing - Symbols (timed). 813 Memory - Symbols (race) Multisensory Fitness, Inc. 27

29 Chapter 9 Game Rules Game Category 1: Rallywall The Rallywall games focus on accepting any hit to any target for points. 1 Rallywall - All Targets Game Number: 1 Name: Rallywall - All Targets Each game starts with all target lights turned on. All targets display the same color. Objective is to hit any target as many times as possible until the clock runs out. When a target is hit all targets are activated and a positive tone is heard. If players are using hands, then they have the ability to knock out 2 targets at the same time. When time expires all targets will light up with exploding targets, flashing lights, and score will flash. Each good hit earns 5 points Multisensory Fitness, Inc. 28

30 Game Category : Chase the Target These games provide a specific target or set of targets that light up to reflect the target area that will earn points. All other targets are turned off and are non-active. Points are earned according to how long it takes to put targets out. Targets put out when they are blue earn 5 points, green earns 4 points, Yellow earns 3 points, Orange earns 2 points, and Red earns 1 point. Use the level button to extend the time allowed for each color. CHASE THE TARGETS 210 Chase the Single Target - (all targets) Emoticons 211 Chase the Single Target - (all targets) Dice 212 Chase the Single Target - (all targets) Shapes 219 Chase the Single Target (all targets) chase the lit target 225 Chase the Single Number (all targets) chase the lit target as it counts from 0 to Chase the Single Number, by 2 (all rows) chase the lit target as it counts by 2 s 228 Chase the Single Number, by 3 (all rows) chase the lit target as it counts by 3 s 229 Chase the Single Letter (all rows) chase the lit target as it goes from A to Z Game Number 210 Name: Chase the Single Target - Emoticons -blue; 4-green; 3-orange; 2-yellow; 1-red 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 yellow LEVEL button on the remote control to change the speed at which the targets change color. Use a level with longer times for running or ball games. Play until time runs out. Game Number 211 Name: Chase the Single Target - Dice -blue; 4-green; 3-orange; 2-yellow; 1-red 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 Multisensory Fitness, Inc. 29

31 Use yellow LEVEL button on the remote control to change the speed at which the targets change color. Use a level with longer times for running or ball games. Play until time runs out. Game Number 212 Name: Chase the Single Target - Shapes -blue; 4-green; 3-orange; 2-yellow; 1-red 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 yellow LEVEL button on the remote control to change the speed at which the targets change color. Use a level with longer times for running or ball games. Play until time runs out. Game Number 219 Name: Chase the Single Target - Colors 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 yellow LEVEL button on the remote control to change the speed at which the targets change color. Use a level with longer times for running or ball games. Play until time runs out. Game Number 225 Name: Chase the Single Target, Counting Chase one target at a time counting in sequential numbers starting at "0." All other targets are off. System turns on any 1 target at a time such that the player is to count from 0 to 19 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 Multisensory Fitness, Inc. 30

32 Use yellow LEVEL button on the remote control to change the speed at which the targets change color. Use a level with longer times for running or ball games. Play until time runs out. Once the player reaches 19, continue counting backwards to zero and then back up again to 19 until time runs out. Game Number 227 Name: Chase the Single Target, Counting by 2 s Chase one target at a time counting in 2's; all other targets are off. System starts at "0" or "1" and turns on any 1 target at a time such that the player is to count by 2's from 0 to 18 or 19. 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 yellow LEVEL button on the remote control to change the speed at which the targets change color. Use a level with longer times for running or ball games. Play until time runs out. Once the player reaches 19, continue counting backwards to zero and then back up again to 19 until time runs out. Game Number 228 Name: Chase the Single Target, Counting by 3 s Chase one target at a time counting by 3's; all other targets are off. System starts at "0" or "1" and turns on any 1 target at a time such that the player is to count by 3's from 0 to 18 or 19. 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 yellow LEVEL button on the remote control to change the speed at which the targets change color. Use a level with longer times for running or ball games. Play until time runs out. Once the player reaches 19, continue counting backwards to zero and then back up again to 19 until time runs out. Game Number Multisensory Fitness, Inc. 31

33 Name: Chase the Single Target, Alphabet System turns on one target at a time as a letter, in order from A to Z. Player must hit that target for the next 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 yellow LEVEL button on the remote control to change the speed at which the targets change color. Use a level with longer times for running or ball games. Play until time runs out. Once the player reaches Z, they are to play backwards to A and then back to Z until time runs out Multisensory Fitness, Inc. 32

34 Game Category : Lights Out This category of games turns on all of the lighted targets at once and points are earned by knocking them out. Some games are very specific about which lights can be knocked out and in what order, so pay attention as these are the only ones that will earn points. KNOCK THE LIGHTS OUT 600 Lights Out Race - (all targets) Knock out all targets 605 Lights Out Keep 3 On Timed Game (all targets) Knock out all the lights and then continue to chase 3 targets. 608 Track the Number - Race (all targets) Track the correct number 0 to 19 and back to Track the Number Timed Game (all targets) Track the correct number 0 to 19 and back to Track the Number, X 2 Timed Game (all targets) Track the correct number counting by 2 s. 614 Track the Number, X 3 Timed Game (all targets) Track the correct number counting by 3 s. 618 Track the Letter Timed Game (all targets) Track the alphabet, A to Z and back. 621 Track the Color Timed Game (all targets) Track the color on center target at start. 624 Track the Smiley Face Timed Game (all targets) Track the smiley face until time runs out. Game Number 600 Name: Lights Out Race - (all targets) Knock out all lights, 1 st player to complete ends game. Each station begins with all lights turned on. Objective: Race to see how quickly all 9 targets can be put out. The scoreboard counts the seconds until the last target is out. First player or team to hit out all lights will end the game and their station will light up in celebration, with exploding targets flashing up and down the station, and score flashing to show the winners. Game Number 605 Name: Lights Out Keep 3 On Timed Game (all targets) Knock out all the lights and then continue to chase 3 targets until time runs out. Each station begins with all targets in the lower 4 rows turned on. Objective is to knock out all of the 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 expires, the station with the highest score will light up and score will flash to show that they were the winners. Game Number 608 Name: Track the Number - Race (all targets) Track the correct number 0 to 19 and back to Multisensory Fitness, Inc. 33

35 Each station begins with all targets displaying random numbers. Objective is to knock out all of the targets in sequential numeric order by seeking out the "0, then the "1, until "19 then back again. When the correct numbered target is hit all targets refresh with new numbers and the player must strike the next number. Game ends when "0" is reached. 5 Points are awarded for each correct hit. When time expires, the station with the highest score will light up and score will flash to show who the winner was. Game Number 612 Name: Track the Number Timed Game (all targets) Track the correct number 0 to 19 and back to 0 until time runs out. Each station begins with all targets displaying random numbers. Objective is to knock out all of the targets in sequential numeric order by seeking out the "0, then the "1, until "19. When the correct numbered target is hit all targets refresh with new numbers and the player must strike the next number. If "19" is reached, then count backwards until time runs out. 5 Points are awarded for each correct hit. When time expires, the station with the highest score will light up and score will flash to show who the winner was. Game Number 613 Name: Track the Number, X 2 Timed Game (all targets) Track the correct number counting by 2 s until time runs out. Each station begins with all targets displaying random numbers. Objective is to knock out all of the targets in sequential numeric order counting in 2 s by seeking out the "0 or 1 then the 1 or "2, until "19 then back again. When the correct numbered target is hit all targets refresh with new numbers and the player must strike the next number. If "19" is reached, then count backwards until time runs out. 5 Points are awarded for each correct hit. When time expires, the station with the highest score will light up and score will flash to show who the winner was Multisensory Fitness, Inc. 34

36 Game Number 614 Name: Track the Number, X 3 Timed Game (all targets) Track the correct number counting by 3 s until time runs out. Each station begins with all targets displaying random numbers. Objective is to knock out all of the targets in sequential numeric order counting in 3 s by seeking out the "0 or 1 then the 1 or "2, until "19 then back again. When the correct numbered target is hit all targets refresh with new numbers and the player must strike the next number. If "19" is reached, then count backwards until time runs out. 5 Points are awarded for each correct hit. When time expires, the station with the highest score will light up and score will flash to show who the winner was. Game Number 618 Name: Track the Letter Timed Game (all targets) Track the alphabet, A to Z and back until time runs out. Each station begins with all lights displaying random letters of the alphabet including "A. Objective is to knock out all of the targets 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 next letter in order of the alphabet. 5 Points are awarded for each correct hit. When time expires, the station with the highest score will light up and score will flash to show who the winner was. Allow more time for advanced players so they can play the alphabet backwards after completing it forwards. Game Number 621 Name: Track the Color Timed Game (all targets) Track the color on center target at start until time runs out. The game starts with the center target displaying the color that must be chased. Once the center target is activated, each station 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 time as possible in the designated time. After a correct hit all targets 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 Multisensory Fitness, Inc. 35

37 When time expires, the station with the highest score will light up and score will flash to show who the winner was. Game Number 624 Name: Track the Smiley Face Timed Game (all targets) Track the smiley face until time runs out. Smiley face changes color. The game starts with the center target displaying the SMILEY that must be chased. Each station begins with all lights displaying SAD FACES and SURPRISED faces in random colors including the SMILEY in the color identified at the start of the game. Objective is to knock out the identified colored SMILEY target as many times as possible. After a correct hit all targets will immediately refresh with new SAD FACES and SURPRISED faces and the player must seek out SMILEY. Continue play until time runs out. 5 Points are awarded for each correct hit. When time expires, the station with the highest score will light up and score will flash to show who the winner was Multisensory Fitness, Inc. 36

38 Game Category : Memory Pairing and Pattern Recognition This category of games test memory by revealing numbers, colors, shapes, or letters on certain targets and requiring players to find their match. Points are earned when two targets are paired up. All targets are used in these games PAIRING, MEMORY AND SEQUENCING Find the pairs or sequence 800 Pairing - Color (timed game). 801 Memory - Color (race). 802 Pairing - Numbers (timed). 803 Memory - Numbers (race). 804 Memory Numbers Find the sequence (race) 805 Pairing - ABC (timed). 806 Memory - ABC (race). 807 Memory Alphabet Find the sequence (race) 808 Pairing - Shapes (timed). 809 Memory - Shapes (race). 810 Pairing - Dice (timed). 811 Memory - Dice (race). 812 Pairing - Symbols (timed). 813 Memory - Symbols (race). Game Number 800 Name: Pairing - Color (timed game) - System refreshes after each pair found 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 801 Name: Memory - Color (race) 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 the odd target has no mate Multisensory Fitness, Inc. 37

39 Objective is to only knock out the targets that are a paired to earn 100 points for each pair found. When the three pairs are found, the system refreshes, a successful sound is heard and another set of three 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 ends. Score reflects the number of pairs found. Game Number 802 Name: Pairing - Numbers (timed) - System refreshes after each pair found The game starts with all targets loaded with a different number but turned off. Only two targets have the same number. 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 803 Name: Memory - Numbers (race) The game starts with all targets loaded with a different number but turned off. There are enough pairs for an even number of targets and the odd target has no mate. Objective is to only knock out the targets that are a pair to earn 100 points for each pair found. When the three pairs are found, the system refreshes, a successful sound is heard and another set of three 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 ends. Score reflects the time it takes to find all the pairs Multisensory Fitness, Inc. 38

40 Game Number 804 Name: Memory Numbers Find the sequence (race) The game starts with all targets loaded with a different set of sequential letters of 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 number. Then seek the next sequential number by striking a 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 next 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 805 Name: Pairing - ABC (timed) - System refreshes after each pair found The game starts with all targets loaded with different letters of the alphabet but turned off. Only two targets have the same letter. 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 806 Name: Memory - ABC (race) The game starts with all targets loaded with a different letter but turned off. There are enough pairs for an even number of targets and the odd target has no mate. Objective is to only knock out the targets that are a pair to earn 100 points for each pair found. When the three pairs are found, the system refreshes, a successful sound is heard and another set of three must be found Multisensory Fitness, Inc. 39

41 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 ends. Score reflects the number of pairs found. Game Number 807 Name: Memory Alphabet Find the sequence (race) The game starts with all targets loaded with a different set of sequential letters of the alphabet 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 letter of the alphabet. Then seek the next sequential letter by striking a 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 next sequential letter, it is correct and will stay on. Repeat until all targets are turned on with the correct letter sequence of the alphabet. Game ends when all the sequential letters have been found. Score reflects the time taken to find the sequence of numbers. Game Number 808 Name: Pairing - Shapes (timed) - System refreshes after each pair found The game starts with all targets loaded with different geometric shapes but turned off. Only two targets have the same shape. 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 809 Name: Memory - Shapes (race) 2016 Multisensory Fitness, Inc. 40

42 The game starts with all targets loaded with a different geometric shapes but turned off. There are enough pairs for an even number of targets and the odd target has no mate. Objective is to only knock out the targets that are a pair to earn 100 points for each pair found. When the three pairs are found, the system refreshes, a successful sound is heard and another set of three 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 ends. Score reflects the number of pairs found. Game Number 810 Game Number 63 Name: Memory - Numbers (race) The game starts with all targets loaded with a different number but turned off. There are enough pairs for an even number of targets and the odd target has no mate. Objective is to only knock out the targets that are a pair to earn 100 points for each pair found. When the three pairs are found, the system refreshes, a successful sound is heard and another set of three 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 ends. Score reflects the time it takes to find all the pairs. Game Number 64 Name: Memory Numbers Find the sequence (race) The game starts with all targets loaded with a different set of sequential letters of 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 number. Then seek the next sequential number by striking a target Name: Pairing - Dice (timed) - System refreshes after each pair found 2016 Multisensory Fitness, Inc. 41

43 The game starts with all targets loaded with different sides of a dice but turned off. Only two targets have the same dice number. 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 811 Name: Memory - Dice (race) The game starts with all targets loaded with a different sides of a dice but turned off. There are enough pairs for an even number of targets and the odd target is assigned to being a sad face emoticon that produces no result. Objective is to only knock out the targets that are a pair to earn 100 points for each pair found. When the three pairs are found, the system refreshes, a successful sound is heard and another set of three 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 ends. Score reflects the number of pairs found. Game Number 812 Name: Pairing - Symbols (timed) System refreshes after each pair found The game starts with all targets loaded with different symbols but turned off. Only two targets have the same shape. 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 Multisensory Fitness, Inc. 42

44 Game Number 813 Name: Memory - Symbols (race) The game starts with all targets loaded with a different symbol but turned off. There are enough pairs for an even number of targets and the odd target has no mate. Objective is to only knock out the targets that are a pair to earn 100 points for each pair found. When the three pairs are found, the system refreshes, a successful sound is heard and another set of three 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 ends. Score reflects the time it takes to find all the pairs. Game Number 814 Name: Pairing Pictures (timed) - Find picture pairs in the time set. System refreshes each time The game starts with all targets loaded with different pictures but turned off. Only two targets have the same picture. 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 Multisensory Fitness, Inc. 43

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