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A Fitness Solution For The Other 77%

 

 

Early Childhood Education Games Using Smartfit


 


SMARTfit(TM) will attract new members & increase participation



SMARTfit(TM) Develops Gross Motor Skills and Teaches The Pre-School Curriculum
(Medical-NewsWire.com, October 28, 2015 ) Oxnard, CA -- Americans interface with technology more than ever, but few products facilitate enjoyable exercise that encourages an active lifestyle. SMARTfit's multisensory fitness gaming modules are changing the way people think about physical fitness and cognitive training by using exercise games to expand the benefits users receive.

The figures are staggering.  But not surprising.  

Only 23% of Americans utilized a health club in 2014, meaning a large segment of the population has little access to the tools for proper exercise.  Just 29% of high school students exercise 60 minutes per day.

As a result, 69% of American adults are overweight.  17% of American children are not only overweight, but obese.  

Throughout the country, people simply do not want to work out. Exercise, for many, can seem boring and tedious. But it doesn't have to be.

A Southern California-based health and wellness company, Multisensory Fitness, Inc., is changing the way people think about mental and physical fitness, by making exercise enjoyable and accessible for all segments of the population with their new SMARTfit exercise gaming modules.

"What makes SMARTfit technology so incredible is that attracts not only your attention, but your intention," MFI CEO Cathi Lamberti said, "Because of that, our games captivate users unlike any other exercise system or game on the market.  People want to keep playing and playing, without every really recognizing the valuable body and brain exercise they're receiving."

While SMARTfit has a number of applications for a wide range of facilities, the priority for Lamberti and her team at SMARTfit is addressing childhood obesity and ensuring children are receiving necessary exercise everyday.  

Recent data from Kaiser Permanente suggests that children and young adults are spending as much as 8.5 hours per day interacting with media, watching television, using computers and smart phones, and playing video games.

This is, quite obviously, a leading factor in childhood obesity.  While researchers, foundations, and companies around the world spend hours working to develop complex solutions, SMARTfit has, incredibly, utilized the problem itself to develop a simple solution.

"If kids want to play computer/video games, let them play computer/video games," SMARTfit CEO Cathi Lamberti told us, "But let them interact with computer/video games in a multisensory environment that stimulates brain, body, and all five senses."

Leading researcher in exercise science from the University of Massachusetts, Kyle J. McInnis, Sc.D., FACSM, studied SMARTfit technology, the science behind it, and the system's capabilities.

"What I particularly like about SMARTfit is the enthusiastic and sustained interest it generates from kids who traditionally don't achieve high levels of daily physical activity and exceed their recommended body weight," McInnis said.  "With this product, all kids can be successful regardless of their beginning fitness level."

The negative effects of inactivity and related obesity impact not only the body, but the brain as well.  Physical activity and exercise has a positive effect on the brain, and can help trigger important chemicals in the brain that enhance neuron strength, coordination, and balance.

But exercise that combines the use of multiple senses with full body movement - including impact and resistance based activities - challenges the brain at higher levels, requiring more complex cognitive function to make decisions and execute skills. The brain adapts, improving physical, sensory, and neurological performance.

"SMARTfit's use of multi-sensory stimulation to motivate students provides physical activities that positively affect academic brain-based learning and make learning fun," River Woods (Ill) Elementary PE Teacher (and SMARTfit user) Todd Keating said, "SMARTfit offers a wide variety of activities to teach skills, introduce movement concepts, and provide learning activities that address respect, diversity, cooperation and teamwork."

SMARTfit has also seen widespread success at Parks & Rec centers and with non-profits, like YMCAs, JCCS and Boys & Girls Clubs.  Facilities big and small are introducing SMARTfit's entire product line, from the SMARTfit ProTrainer to the wireless SMARTfit Play Pods.

"We installed the SMARTfit Trainer, and the kids, staff, board, and community love it," Eden (NC) Executive Director Amy Nalley said, "This product addresses all aspects including the mind, body and soul with academic features as well as increased physical activity, cognitive enhancement and fun."

SMARTfit's impact extends beyond the users of the systems to the administrators, directors, coaches, and educators that are installing this technology.

"SMARTfit doesn't just benefit kids," Lamberti said, "SMARTfit benefits the schools, nonprofits, community centers, and businesses that adopt our technology, as SMARTfit helps to revitalize any fitness program.  We've seen increased participation and 'new member' acquisition at nearly every location that has installed SMARTfit."

While SMARTfit has only been shipping since December 2014, it is currently being used at more than 200 sites in 6 countries.

About Multisensory Fitness Inc:
MultiSensory Fitness Inc products combine brain fitness with body fitness improving physical, sensory, and cognitive performance creating a fun, multisensory experience for all ages and abilities. Our SMARTfit(TM) exercise technology utilizes the latest in Brain Body Exercise Science to bring you a unique solution that improves mental and physical fitness.

Multisensory Fitness Inc

Cathi Lamberti

(805) 895-6035

cathi@multisensoryfitness.com

Source: EmailWire.Com

Source: EmailWire.com


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