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        SMARTfit™ Play Pods User Manual
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1.    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   www multisensoryfitness com    Table of Contents    Chapter EE 3  Welcome to SMARTfit    High Intensity Cognitive Training  3  SMARTfit    Conditioning for the Mind and Body  How Wworks 3  Kinesthe tic  Learning  eisite dices ess Eeer onsen sanaidees chide aTa EEEE AEE EA EAn EER EEEE AEE ET na aE 3  Eege 5  System Settings on Your SMARTEFIt    Play Pod System            ccssscccccecessssssseceeecsesssesssaeeeeeessessesseaeeeeees 5  System lee In EE 5  System Settings And Operation    6  Th  systemn CPU eege eege EE EEN 6  Chapter E 8  CPU Setup and Controller Instructions         eccessceesceeeeeeeceeeeeeaaeceeaeeseeeeesaeeeeaaeceeaeeseaeeeesaeeeeaaeseeeeeesas 8  Setup th   CPU E 8  Charging Your Play POS EE 8  System Start Up and Iomttaltsation   8  System Menu 
2.    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       2015 Multisensory Fitness  Inc  e www multisensoryfitness com    body  using a noodle  ball  or hands in some of the games  promotes the brain   s ability to  encode symbols     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           2015 Multisensory Fitness  Inc  e www multisensoryfitness com    Chapter 2    System Settings on Your SMARTfit    Play Pod System    System Options    Wired  These systems are hard wired onto walls and run off 110 electrical outlets     A  B                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 24 wireless pods  Pods can operate for up to 2 hours of continuous play  and are recharged in less than one minute via a connector that plugs into t
3.   Target remains red until the player can hit that target out  or time runs out    Use Levels to change the speed at which the targets change color    Use a level with longer times for running or ball games    Once the player reaches Z  they are to go backwards to A and then back to Z until time  runs out        2015 Multisensory Fitness  Inc  e www multisensoryfitness com 18    Game Number 21       Name  Chase the Single Target   Emoticons    Game Rules     Target zones include any single target displaying an emoticon   Hits to this target is considered good and earn points    As the target is hit  a new one will light up displaying a new  emoticon    The target starts out blue and in the times listed below  changes to  green to yellow to orange and then to red    Targets remain red until the player can hit that target out  or time  runs out    Use the Yellow Level button to change the speed at which the  targets change color  The younger the players  the more time  given to reach the targets    Use a level with longer times for running or ball games        Game Number 22       Name  Chase the Single Target   Dice    Game Rules     Target zones include any single target displaying side of a dice    Hits to this target is considered good and earn points    As the target is hit  a new one will light up displaying a new side of a dice    The target starts out blue and in the times listed below  changes to green to yellow to  orange and then to red    Targets remain red until th
4.  earns 5 points           2015 Multisensory Fitness  Inc  e www multisensoryfitness com 16    Game Category 17 23  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 them out  Targets point worth for blue earn  5 points  green earns 4 points  yellow earns 3 points  orange earns 2 points  and red  earns 1 point                                      17   Chase the Single Target   Scoring  5 blue  4 green  3 orange  2 yellow  1 red     18   Chase the Single Target   Counting by Us  forward and back  same scoring as above     19   Chase the Single Target   Counting by 2   s  forward and back  same scoring as above     20   Chase the Single Target   Alphabet  A to Z and back  same scoring as above     21   Chase the Single Target   Emoticons  one target lit at a time  same scoring as above     22   Chase the Single Target   Dice  one target lit at a time  same scoring as above     23   Chase the Single Target   Shapes  one target lit at a time  same scoring as above    Game Number 17    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 
5.  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 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           2015 Multisensory Fitness  Inc  e www multisensoryfitness com    14    Chapter 6    Chart Displaying Activated Games    1 Se   All ER    17 Chase the Single Target   Scoring  5 blue  4 green  3 orange  2 yellow  1 red   18 Chase the Single Target   Counting by 1   s  forward and back  same scoring as above    19 Chase the Single Target   Counting by 2   s  forward and back  same scoring as above    20 Chase the Single Target   Alphabet  A to Z and back  same scoring as above    21 Chase the Single Target   Emoticons  one target lit at a time  same scoring as above    22 Chase the Single Target   Dice  one target lit at a time  same scoring as above    23   Chase the Single Target   Shapes  one target lit at a time  same scoring as above    KNOCK THE LIGHTS OUT  40   Lights Out   Timed  race    41 Lights Out   Timed  sequential order    42 Lights Out   Timed  keep 3 targets lit    Lights Out   Counting by 1   s  forward and back    44   Lights Out   Counting by Ze  forward and back    45 Seek the Letter   Alphabet  A to Z and back with all targets lit    46   S
6.  identify all of the active  turned on and  addressed  pods  In the event that the Play 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     2    symbol  If a target does not  make sure it is on and charged if itis 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          2015 Multisensory Fitness  Inc  e www multisensoryfitness com    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 Remo    reading out sequential letters of the alphabet  When all targets are   H H g g g g    displaying a letter  press the menu button again to commit these RK   addresses to memory  Your system is now ready for play  H H H DH A Er    If you have any difficulties  here are some reasons that a Play Pod may ge      not detect a target on startup        The Play Pod is not detected    1  The Play 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 b
7.  is reached start counting backwards    5 Points are awarded for each correct hit    When time expires  the system will light up and score will flash     Game Number 44       Name  Lights Out   Counting by Ze  forward and back     Game Rules     The game begins with all lights turned on displaying random numbers    Objective is to knock out all of the targets in sequential numeric order by seeking out  the  0     then the  2     until  18      or  starting at  1   then the  3   until  19    When the right numbered target is hit all targets refresh with new numbers and the  players must seek out the next number and knock it out    When  18  or  19  is reached start counting backwards    5 Points are awarded for each correct hit    When time expires  the system will light up and score will flash        2015 Multisensory Fitness  Inc  e www multisensoryfitness com 21    Game Number 45       Name  Seek the Letter   Alphabet  A to Z and back with all targets lit     Game Rules     Game begins with all lights turned on 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 right lettered target is hit all targets refresh with new letters and the player  must strike the next letter in order of the alphabet    Adding more time can challenge players to reach  Z  and then attempt the alphabet  backwards    5 Points are awarded for each co
8. 2   s  forward and back     Game Rules     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    19       The target starts out blue and changes colors with the duration of time taken to put it  out    The target starts out blue and in the times listed below  changes to green to yellow to  orange and then to red    Score earned for each hit reduces with each color change   Target remains red until the player can hit that target out  or time runs out    Use Levels to change the speed at which the targets change color  The younger the  players  the more time given to reach the targets    Use a level with longer times for running or ball games    Once the player reaches  19   they are to count backwards to zero and then back up  again to  19  until time runs out     Game Number 20       Name  Chase the Single Target   Alphabet  A to Z and back     Game Rules     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    The target starts out blue and in the times listed below  changes to green to yellow to  orange and then to red    Score earned for each hit reduces with each color change 
9. Out   Counting by 1   s  forward and back     44   Lights Out   Counting by 2   s  forward and back     45   Seek the Letter   Alphabet  A to Z and back with all targets lit         47       Seek the Color   Color  with all targets lit               Seek out Smiley   Smiley  with all targets lit         Game Number 40       Name  Lights Out   Race  timed     Game Rules     Game begins with all targets turned on in a single randomly selected color    Race to see how quickly all targets can be put out    The scoreboard counts the seconds until the last target is out    Objective is to knock out all of the targets    If players are using hands  then they have the ability to knock out 2 targets at the same  time  However  when throwing balls and beanbags  etc  the shots will mostly come one  at a time    First player or team to hit out all lights will end the game and their station will light up  in a celebratory way  Exploding targets flashing up and down the station  and score will  flash to show that they were the winners     Game Number 41       Name  Lights Out   Sequential Order  timed     Game Rules     Game begins with all lights turned on and a number allocated to each target starting at  E    Objective is to knock out all of the targets in sequential order counting from one up and  within the time set    If a target that was out is hit again  it comes on and a point is deducted    If the wrong target is hit then a point is deducted from the accumulated score    Games en
10. StrUuCtures ccecdssscgecesecnccissVewcesets ue oihsapctece te neetsdecee ete eS apse eae aroue ee 9  Chapter E 12  Recommended Equipment for SMARTfit    Play Pod System            ssesssssnssssssssenrrrsssssrrerrnssssssrreennsso 12  Equipment to DEE 12  Eeer 13  Group Training Drills on your SMARTFIt    Play Pod System    13  Operating Basics  Tor INStrUCtOIS s   cccccecsseezccencecegsetsgnzaccteategesssenasesetaceeeassdeZaesondteeesadceauetenecegeesacezse 13  How to organize your group for fun with SMARTfit    Play POdS            c cccccssssecessssseeessssseeessseeees 13  Mod  s OF EE 14  EE 15  Chart Displaying Activated Games    15  CHaptEr E 16  Gane RU OS erte iea REENEN ege e 16  Game Category 1e  iRallywall gt  stcccccecev 6 Geek eed Egeter Seeerei eg 16  Game Category 17 23  Chase the target    17  Game Category 40 47  lights DEENEN AEN de taaa aoee REKE 20  Game Category 60 73  Memory     Pairing and Pattern Recognttion  23       2015 Multisensory Fitness  Inc  e www multisensoryfitness com    Chapter 1    Welcome to SMARTfit    High Intensity Cognitive Training  SMARTfit    Conditioning for the Mind and Body  How it works    SMARTfit    high intensity cognitive training is a functional training designed for the option of  either supervised and unsupervised 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     e A
11. 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 71       Name  Memory   Dice  race     Game Rules     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        2015 Multisensory Fitness  Inc  e www multisensoryfitness com 27    Game ends when time ends   Score reflects the number of pairs found     Game Number 72    Name  Pairing   Symbols  timed     Game Rules     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 
12. cted  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        2015 Multisensory Fitness  Inc  e www multisensoryfitness com 26    Game Number 69       Name  Memory   Shapes  race     Game Rules     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 70       Name  Pairing   Dice  timed     Game Rules     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 
13. ds when all targets are knocked out and system will light up in a celebratory  way and score will flash    5 points are awarded for each correct hit and the game ends with all the lights are out        2015 Multisensory Fitness  Inc  e www multisensoryfitness com 20    Game Number 42       Name  Lights Out   Keep 3 On    Game Rules     The game begins with all lights turned on and all LED   s fully illuminated in a randomly  selected color for that game    Objective is to knock out all of the targets  When a lit target is hit the lit LED   s turn  completely off as quickly as possible    If players are using hands  then they have the ability to knock out 2 targets at the same  time    Once the four targets have been hit out  for all subsequent shots that hit out a target  the  system will turn on another target to keep the game going    Keeping three targets on will continue until the last 1 5 seconds of the game when we  give the player the opportunity to actually get all the lights out    When time expires all targets will flash     Game Number 43       Name  Lights Out   Counting by 1   s  forward and back     Game Rules     The game begins with all lights turned on 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 right numbered target is hit all targets refresh with new numbers and the  players must seek out the next number and knock it out    When  19 
14. e player can hit that target out  or time runs out    Use the Yellow Level button to change the speed at which the targets change color  The  younger the players  the more time given to reach the targets    Use a level with longer times for running or ball games     Game Number 23       Name  Chase the Single Target   Shapes  square  triangle  circle  or rectangle     Game Rules     Target zones include any single target displaying a shape    Hits to this target is considered good and earn points    As the target is hit  anew one will light up displaying a new shape    The target starts out blue and in the times listed below  changes to green to yellow to  orange and then to red    Targets remain red until the player can hit that target out  or time runs out    Use the Yellow Level button to change the speed at which the targets change color  The  younger the players  the more time given to reach the targets    Use a level with longer times for running or ball games        2015 Multisensory Fitness  Inc  e www multisensoryfitness com 19    Game Category 40 47  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                       40   Lights Out   Race  timed     41   Lights Out   Sequential Order  timed     42   Lights Out   Keep 3 On   43   Lights 
15. eek the Color   Color  with all targets lit   47   Seek out Smiley   Smiley  with all targets lit   PAIRING   Memory and Image sorting and selecting  60 Pairing   Color  timed game    61 Memory   Color  race    62 Pairing   Numbers  timed    63  Memor   Numbers  race    64   Memory   Numbers   Find the sequence  race   65 Pairing   ABC  timed    66   Memory   ABC  race    67 _  Memory   Alphabet   Find the sequence  race   68 Pairing   Shapes  timed    69   Memory   Shapes  race    70 Pairing   Dice  timed    71   Memory   Dice  race    72 Pairing   Symbols  timed    73__  Memory   Symbols  race                                                                                                               2015 Multisensory Fitness  Inc  e www multisensoryfitness com    Chapter 7    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    Game Rules     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
16. efficiency  focus  and  concentration for kids up to 11 years  Kids can play with  minimal supervision with the games set to auto start or with  supervision where kids 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    Play 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    kids get an exciting  free movement physical workout while also being  conditioned mentally     How to organize your group for fun with SMARTfit    Play 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 children with minimal staffing  The kids will be involved in physical activity while  staff can then spend time with the children or infants that need closer individual care     SUPERVISED PLAY    Thi
17. found less the points taken for mistakes     Game Number 63    Name  Memory   Numbers  race     Game Rules        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           2015 Multisensory Fitness  Inc  e www multisensoryfitness com 24    Game Number 64       Name  Memory   Numbers   Find the sequence  race     Game Rules   e 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    e If the second target is the next sequential number   it is correct and will stay on    e Repeat until all ta
18. he CPU           2015 Multisensory Fitness  Inc  e www multisensoryfitness com    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 using the Velcro supplied     eae  b CH       System Settings and Operation    The system CPU    GAME 48    GH       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 systems  selections  the power supply and the recharging unit for the wireless play pods        2015 Multisensory Fitness  Inc  e www multisensoryfitness com    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 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     Sound and Volume Options    There are 4 ways to use the sound in the system  Volume control is ava
19. 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  Level 1 is the fastest and Level 5 is the slowest    Use a level with longer times for running or ball games    Play until time runs out     Game Number 18    Name  Chase the Single Target   Counting by 1   s  forward and back     Game Rules     Chase one target at a time counting in sequential numbers  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      Count starts at  0  and increases by one with each successful strike    When  19  is reached  start counting back to  1     The target starts out blue and changes colors with the duration of time taken to put it  out    The target starts out blue and in the times listed below  changes to green to yellow to  orange and then to red    Score earned for each hit reduces with each color change   Target remains red until the player can hit that target out  or time runs out        2015 Multisensory Fitness  Inc  e www multisensoryfitness com 17    Use Levels to change the speed at which the targets change color  The younger the  players  the more time given to reach the targets    Use a level with longer times for running or ball games    Once the player reaches 19  they are to count backwards to zero and then back up again  to 19 until time runs out     Game Number 19       Name  Chase the Single Target   Counting by 
20. ilable 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    e These songs can be selected as the attract mode which kicks in when the system is  dormant for 5 minutes  optional   or  e As background music which plays while the games are playing    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 CPU to the wireless play pods  when they need recharging  Each pod should take less than a minute to charge and should  provide up to 2 hours of play  User the system interface to find the setting   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     Wireless Remote Control    The remote control is your tool to select game  level  time  volume  and  system settings  By pressing the indicated button you can sequentially scroll  through the available choices  SMARTfit    Play Pods can be pr
21. 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 73       Name  Memory   Symbols  race     Game Rules     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              2015 Multisensory Fitness  Inc  e www multisensoryfitness com 28    
22. ive  the    softer one can hit the target and still register a hit  Select sensitivity using the up and  down keys  Tapping the menu button here will access the Auto Restart On Off menu        2015 Multisensory Fitness  Inc  e www multisensoryfitness com 10    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  Tapping the menu button here will access the Voice On Off menu     Voice On Off  Choose whether or not to have voice instructions enabled  Turn Voice  Instruction on or off using the up and down keys  Tapping the menu button here will  access the Game Tones menu     Game 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  Tapping the menu button here will access the  Address Prompt menu     Address Prompt  Here  the user can select between three options using the up and down  keys  Tapping the menu button here will access the Game Music menu     1  NO ADDR PROMPT  This option does not display the address prompt when the  PlayPod CPU is started up    2  ADDR PROMPT ON  This option displays the address promp
23. linking blue to indicate the pod is active   try pressing the red button on the pod face    2  The Play Pod turned itself off  Play 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  play 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 Play Pod ran out of stored power  If the Play 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 10  15 seconds and then press the red button on the pod face   If it turns on  fully charge the pod before play    4  The Play 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 Play Pod CPU and is within 100  feet of it    5  Ifnone of these options work  contact technical support     The Play Pod is not addressed    1  The Play Pod arrived with no pre programmed addresses  The Play 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 
24. lume of in game and attract mode music   To switch between these volume  sub menus  use the left and right buttons  To change the volume in any of these sub  menus  use the up and down keys  Tapping the menu button in the Volume menu  accesses the game level menu     Level  Game level affects difficulty settings  such as how long the player has to hit  targets in games where individual target hits are timed  or the duration of time  characters are displayed in memory games before becoming    hidden    again  Level can  be adjusted from 1 to 5 using the up and down keys  with level 1 being the easiest and  level 5 being the most challenging  Tapping menu here will take you back to the Game  Select menu     System Menus  Long Press of Menu Button    To enter system menus  hold the menu button for about 2 seconds or until the menu  text changes     Game Music  Select the music that will play in the background during game play 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  Tapping the menu button here will  access the Attract Music menu     Attract Music  Select the music played while attract mode is active using the and down  keys  the selected song will be played when selected to help the user decide if the  selected song is the desired song  Tapping the menu button here will access the  Sensitivity menu     Sensitivity  Change how sensitive the pods are to being hit  The more sensit
25. ogrammed fora  variety of functions  The option descriptions are as follows           2015 Multisensory Fitness  Inc  e www multisensoryfitness com    Chapter 3  CPU Setup and Controller Instructions    Setup the CPU    Remove CPU and power cord from the Play Pod Case and set aside    Close and lock Play Pod Case    Stand case vertical and upright    Unlock and pull handle all the way out    Slide the Velcro backing of CPU through the case handle    Make sure Velcro is tight and CPU is secure   Plug power cord into CPU and then to an electrical outlet    Plug in one side of your power cable into the right side of the CPU and the other side  into the 110V outlet     ANAM VS ANF    Charging Your Play Pods    Unlock and open Play Pod case    Take CPU out and place on the inside of the open case lid    Plug power cord into CPU and then to an electrical outlet    Pull Play Pod charging cord out and plug in to the left side of the CPU   Plug other end of charging cord into the back of a Play Pod    The play pod may take up to 1 5 minutes  per pod  to completely charge   Continue charging all pods prior to setting the system    Once all Pods are charged  unplug charging cord from Play Pods and CPU     OANA VU SAN a    System Start Up and Initialization    There are a few things to keep in mind when starting up your Play  Pod system for the first time and each time it is upgraded  INERT AC Tasun    When the CPU is turned on  it will go through an initialization  process  Here it will
26. 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      System Menu Structure    UP  NEXT    To get started press  CENTER  MENU          1  CENTER button  access and  cycle through menus    2  UP or DOWN button   cycle  through parameters    3  LEFT or RIGHT button   cycle  through sub menus   4  Wait 2 seconds after modifying a setting for your change to take effect     LEFT  PREVIOUS RIGHT  NEXT    DOWN  PREVIOUS       2015 Multisensory Fitness  Inc  e www multisensoryfitness com    Game Menus  Short Press of Menu Button    To enter game menus  simply tap the menu button  Continuing to tap the menu button  will scroll through menus sequentially as listed below     Game Select  Tapping the menu button once will take you to the game select menu   Here  the up and down keys can be used to switch between games and the left and right  arrows can be used to select between game groups  Tapping the menu button again  accesses the time menu     Time  Here the up and down keys can be used to select game duration  Tapping the  menu button in the time menu accesses the volume menu     Volume  There are three volumes that can be adjusted  Game Volume  volume for game  sounds  hits  misses  etc    Voice Volume  volume of spoken instructions   and Music  Volume  vo
27. rgets are turned on with the  correct sequence of numbers    e Game ends when all the sequential numbers have       been found   e Score reflects the time taken to find the sequence of  numbers   Game Number 65       Name  Pairing   ABC  timed     Game Rules   e 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   e Game ends when time runs out   e Score reflects the number of pairs found less the points taken for mistakes     Game Number 66       Name  Memory   ABC  race     Game Rules   e The game starts with all targets loaded with a different letter but turned off   e There are enough pairs for an even number of targets and the odd target has no mate   e Objective is to only knock out the targets that are a pair to earn 100 points for each pair  found        2015 Multisensory Fitness  Inc  e www multisensoryfitness com 25    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 refreshe
28. rrect hit  10 points for targets hit going backwards   When time expires  the system will light up and score will flash to show who the winner  was     Game Number 46       Name  Seek the Color   Color  with all targets lit     Game Rules     The game starts with the center target displaying the color that must be chased    Begin with all lights turned on displaying random colors including the color identified at  the start of the game    Objective is to knock out the identified colored target only    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    When time expires  the system will light up and score will flash     Game Number 47       Name  Seek out Smiley   Smiley  with all targets lit     Game Rules     The game starts with the center target displaying the color SMILEY that must be chased   The game begins with all lights turned on 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 only    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 system will light up and score will flash        2015 Multisensory Fitness  Inc  e www m
29. s 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 67       Name  Memory   Alphabet   Find the sequence  race     Game Rules     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 68       Name  Pairing   Shapes  timed     Game Rules     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 dedu
30. s 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       2015 Multisensory Fitness  Inc  e www multisensoryfitness com    13    supervised by an 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    Play Pods can be used for up to 8 kids 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    Play Pod     Individual  First player plays the entire
31. t every time the  PlayPod CPU is rebooted    3  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        2015 Multisensory Fitness  Inc  e www multisensoryfitness com    11    Chapter A    Recommended Equipment for SMARTfit    Play Pod  System    Equipment to Use    Your SMARTfit    Play Pod Target 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     e 5    red playground balls   e 7    yellow playground balls  e Beanbag set   e Foam noodles       2015 Multisensory Fitness  Inc  e www multisensoryfitness com    12    Chapter 5    Group Training Drills on your  SMARTfit    Play Pod System    Operating Basics for Instructors    SMARTfit    Play Pods focus on improving functional abilities   spatial awareness  neuromuscular 
32. the points taken for mistakes     Game Number 61       Name  Memory   Color  race     Game Rules   e The game starts with all targets loaded with a different color but turned off   e There are enough pairs for an even number of targets and the odd target has no mate        2015 Multisensory Fitness  Inc  e www multisensoryfitness com 23    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 62       Name  Pairing   Numbers  timed     Game Rules     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 
33. ttracting participation and engaging sustained focus with short attention grabbing  computer games  played sequentially in the pursuit of score and mastery of skills   e Providing full body exercise by stimulating the hands  feet  eyes  ears and vestibular  system in playing real games with real tactile equipment  not simulated    e Featuring high levels of auditory and visual cues to engage creative mental problem  solving while the players are moving   e Requiring high levels of attention and focus for success  staying consciously    in the   now      e Engaging in cognitive decision making under pressure   e 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
34. ultisensoryfitness com 22    Game Category 60 73  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        60   Pairing   Color  timed game         61   Memory   Color  race         62   Pairing   Numbers  timed         63   Memory   Numbers  race         64   Memory   Numbers   Find the sequence  race        65   Pairing   ABC  timed         66   Memory   ABC  race         67   Memory   Alphabet   Find the sequence  race        68   Pairing   Shapes  timed         69   Memory   Shapes  race         70   Pairing   Dice  timed         71   Memory   Dice  race         72   Pairing   Symbols  timed                  73   Memory   Symbols  race         Game Number 60       Name  Pairing   Color  timed game     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    e Game ends when time runs out    e Score reflects the number of pairs found less 
    
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