Home
SMARTfit Trainer Single and Mini User Manual
Contents
1. ccccccceeseceeeceeeeeceeeneseeeeeeeens 7 SMARTfit Conditioning for the Mind and Body How It WorksS ccccccsesceeeecsceneseeeeseeeneeees 7 CMS SD T AA ceca A TAAN AA A E ETAT A 9 Getting To Know Your SMARTfit Trainef essessssssserrsersresrrssrresrrrrsrtrsrtensrrnsrtesetensrrnsrteseeeeseresrerseees 9 Recommended Floor Markings see video instruction sessssesssessrresesrrrssrreresrrresereresreresrrereseerese 9 http multisensoryfitness com recommended floor markings cccccccssseeeseeeeceeesseseueeeeeeeeeess 9 EOE e ET A E casa teed E N AAE OE A E E IE A EN E N 10 Combination of SMARTfit Single and wired or Wireless POS csseccccsseccceeseceeeeesceeeeeseceeseaeess 10 If you have wireless play pods that integrate with your system they need to be charged before UE AEE A E E AA E E T A E EE re er E T 10 System Initialization when Pods are part of the SySte mM esssssseeseseeresrerrssrrresrrererrrresrrererrrresene 10 C E 12 System Start up Settings and Operation s ssssesssessseessresrerssressrrrssreesrersserssrresrersreresreesrersreresrerse 12 E E a E E E A E E A E E E O A E E E 12 System Start up and Initialization iecncvaisneciesasshcncoimecdsssascteawaiaeetiaeesetvanmeccadenneseieacaiasaciebesatnaceisaaiooans 13 System Monu SUCUT E ecenin r ET 14 COADOR 17 Recommended Equipment for SMARTfit System sssesssseseeesesreresrrrsssreresrrressrereserersseereserersseerese 17 What Equi
2. OV SIINEIN IN oN DIDINID ID Bip aR A le A e NOI fh Nh JR lele m F W m NJ Blo N R NJ ul fo Ne w INni e lololo A D D N Ja J M et N D 12 M Nn D ct Q m et fo o N S ao fo lt o Memory Color race Pairing Numbers timed Memory Numbers race Memory Numbers Find the sequence race Pairing ABC timed Memory ABC race U1 Memory Alphabet Find the sequence race Pairing Shapes timed Memory Shapes race Pairing Dice timed Memory Dice race 2 Pairing Symbols timed Memory Symbols race m 2015 Multisensory Fitness Inc e www multisensoryfitness com 2 Game Category 1 Rallywall The Rallywall games focus on accepting any hit to any target for points Rallywall All Targets Game Number 1 Name Rallywall All Targets Game Rules e Each game starts with all targets turned on and displaying 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 When time expires all targets will light up and score will flash e Each good hit earns 5 points ii i 5 WA Wit M Vit WW i i 2015 Multisensory Fitness Inc e www multisensoryfitness com 22 Game Category 17 23 Chase the Target These games provide a specific target
3. SMART fit owt 1 LZ PLLA Yj 7 GEG uh GA A PPP ZZE YH YY ATES Uf Wy WA 7 H A Unlike other fitness equipment which may require additional insurance SMARTfit Trainer Single and Mini 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 engaging in this program without first consulting a physician or otherwise qualified health care professional Thank You Enjoy your new SMARTTit system Multisensory Fitness Inc www multisensoryfitness com Table of Contents TIDE OFC ONTENTS seoir E E S E E E E E re A E 2 CA a E E EA A AE eons tteseeeesessiersies 4 Welcome to SMARTfit High Intensity Cognitive Training cccccsscccccsseccccessecceeseceeeeeceeeeneeeeees 4 WTRPOGUCTION ee E tendetecee unset cn secuiec aseugeuse son edutatiensuscsnactacadonteedsteredeins 4 SMARTI System 2 010 en eer a 4 FANS SiS 0 012 0 eee ere ne ee ee ee eee eee eee 5 Setting Your SMARTfit Trainer System Game Times and Playing Distances for a Specific Concept Ol SI ESS erse EEEE 6 How to Organize Your Group for a Class on SMARTfit System
4. The system refreshes a successful sound is heard and another pair must be found 2015 Multisensory Fitness Inc e www multisensoryfitness com 33 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 Numbers 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 34
5. 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 _ i65 Name Pairing ABC timed Game Rules The game starts with all targets loaded with different letters of the alphabet but turned off e Only two targets have the same letter e Objective is to only knock out the targets that are a pair to earn 100 points e Thesystem refreshes a successful sound is heard and another pair must be found e Ifan incorrect pair is selected uh ooooh is heard and the system refreshes and a point is deducted Negative scores are possible e 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 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 o
6. System turns on any 1 target at a time such that the player is to count from 0 to 19 e Count starts at 0 and increases by one with each successful strike e When 19 is reached start counting back to 1 e The target starts out blue and changes colors with the duration of time taken to put it out e The target starts out blue and in the times listed below changes to green to yellow to orange and then to red e Score earned for each hit reduces with each color change e Target remains red until the player can hit that target out or time runs out 2015 Multisensory Fitness Inc e www multisensoryfitness com 23 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 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 S
7. 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__ 69 Name Memory Shapes race Game Rules The game starts with all targets loaded with a different geometric shapes 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 e When the three pairs are found the system refreshes a successful sound is heard and another set of three must be found e fan incorrect pair is selected uh ooooh is heard and the system refreshes and a point is deducted Negative scores are possible e Continue play seeking out as many pairs as possible within the time set 2015 Multisensory Fitness Inc e www multisensoryfitness com 32 Game ends when time ends Score reflects the number of pairs found Game Number _ s70 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 1
8. 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____ 61 Name Memory Color race Game Rules e The game starts with all targets loaded with a different color but turned off 2015 Multisensory Fitness Inc e www multisensoryfitness com 29 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 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 _ si6 2 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
9. 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 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_ 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 c
10. 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 which is used to initialize the targets 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 2015 Multisensory Fitness Inc e www multisensoryfitness com 15 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 prompt 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 16 Chapter 5 Recommended Equipment for SMARTfit System Your SMARTfit system is tough durable and designed to take a beating However because it is a computer the following equipment list will be helpful in preserving its longevity Following is the recommended equipment list Air filled regulation athletic balls tennis basketball football volleyball soccer etc Rubber practice base
11. 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 _ sCi63 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 Game Number_ 64 Name Memory Numbers Find the sequence race 2015 Multisensory Fitness Inc e www multisensoryfitness com 30 Game Rules 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
12. initial score After a period of time the players would record a new score in the same game to determine how much their accuracy has improved Be creative People love to see their scores up in lights and will want to participate If competition is the goal SMARTfit games encourage people to compete with themselves other groups and even other clubs An effective idea to incentivize play is to post weekly high scores on Facebook or other social media along with video clips of play The players will get an excellent workout while having fun and posting scores promotes retention of their skills There is no limit to how your system can be used Setting Your SMARTfit Trainer System Game Times and Playing Distances for a Specific Concept or Skill Emphasis Cardio Respiratory Longer time periods of play 60 seconds to 240 seconds depending on the size of the group Move start line farther back 10 or more up to 30 Have team relays for longer periods of time 120 seconds to 240 seconds Have players in line to perform exercises while waiting for their turn Cognitive Longer time periods of play 60 seconds to 240 seconds depending on the size of the group Use games that track numbers letters colors and pictures as well as memory pairing and sequencing games 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
13. speed and navigating agility using ladders or dots with hopping side steps and bending Cool Down The cool down should last 5 to 10 minutes within a 50 minute program This allows the participants to bring their heartbeat nearer to resting level For this section use brain games such as Pairing Math or Word games which involve more thinking and less movement Modes of Play There are five ways to run drills on the SMARTfit system Individual First player plays the entire game to time completion Next player in line begins a new game with a new time 2015 Multisensory Fitness Inc e www multisensoryfitness com 18 Partners Two players are partners and play the game together to time completion Next pair of players steps up to start new game with a new time Team First player plays a turn retrieves ball returns to the start line and hands passes the ball to the next player in line Around the World First player takes a turn and peels off to the end of the line The next player in line plays off of the first player s throw and peels off to the end of the line 2015 Multisensory Fitness Inc e www multisensoryfitness com 19 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 possibiliti
14. 00 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 Numbers 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 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
15. ARTfit Trainer Single is a system incorporating one 92 X 64 station with 9 targets and a CPU that houses a scoreboard time clock and sound system The SMARTfit Trainer Mini is a system incorporating one 46 X 64 station with 5 targets and a CPU that houses a scoreboard time clock and sound system Combination Systems The SMARTfit Single and Mini are both capable of operating in conjunction with either wired or wireless pods 2015 Multisensory Fitness Inc e www multisensoryfitness com 4 Each drill has a specific purpose and numerous skill benefits We suggest each drill be repeated three times First to LEARN the drill and get used to working together as a team Second to PRACTICE to improve both individually and as a team Third to CHALLENGE participants to achieve their best score and to compare their scores with previous best scores or competitors Number of participants Drills are designed to engage up to 8 participants Smaller groups may be advisable to make drills faster and more challenging for those with greater ability levels Some of the drill variations may also be used to accomplish the same For larger groups we suggest fast moving relays involving running or ball throwing and catching round the world style For slower moving drills such as those thatrequirea player to spend up to twenty seconds at the station we eoconmnent that v toward the back of the line be involved in a simple
16. Ifa 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 The Play Pod or target 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 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 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 If none of these options work contact technical support 2015 Multisensory Fitness Inc e www multisensoryfitness com 11 Chapter 4 System Start up Settings and Operation The System requires a 110 electrical outlet and can operate as a stand alone unit or with the addition of wireless or wired play pods The system CPU fe GAME 48 OA The system CPU
17. balls softballs lacrosse cricket or T Balls need to bounce PassBack Footballs Playground balls of all diameters Beanbags or dead balls for single directional play Swim Noodles or foam bats for striking the targets 2 lb or 1 kilo medicine ball maximum weight BOSU balls or other balance devices for standing sitting or lying Implements for striking the balls hockey sticks paddles padded bats rackets etc Cones to provide barriers or direction Padded 2 5 or ten pound hand weights protect the panel from developing strike marks The following equipment is supplied with your system when it is purchased See spec sheets for quantity details 5 red playground balls 7 yellow playground balls 8 5 blue playground balls 2 lb medicine ball Beanbag set Foam noodles Single handled 2lb weights What Equipment NOT to use on your SMARTfit System e Regulation baseball It will NOT return properly because there is no bounce Over time it will damage the electronic connectors e Regulation lacrosse balls Over time they may scuff the stations and damage the electronics e Regulation cricket balls e 3 pounds and greater medicine balls for throwing at the system Okay to use a heavier medicine ball to touch the targets while holding the medicine ball with hands e Any hard solid plastic implement such as a stick or bat for hitting targets 2015 Multisensory Fitness Inc e www multisensoryfitne
18. 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 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 to making choices that allows users to customize the system A short press leads to game selections game time settings and volume and a long press takes you to system selections which include setting target sensitivity target addressing and customizing sound for background music game tones voice instructions and attract mode 2015 Multisensory Fitness Inc e www multisensoryfitness com 12 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 Take note that on some options there is a side arrow indicating additional sub menu s in addition to the one being offered Thi
19. core 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 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 24 Game Number__ 221 Name Chase the Single Target Emoticons Game Rules
20. ction http multisensoryfitness com recommended floor markings Use of the space in front of your SMARTfit panels can add options to your program Many of our lesson plans include the use of speed agility ladders poly spots cones and pre taped lines set at specific distances in front of the SMARTfit system We recommend taping painting or incorporating into the existing floor the following Ladder a minimum of 16 long and 2 wide divided into 2 squares Center each ladder at the base of each Station Place start lines at 5 10 15 and 20 2015 Multisensory Fitness Inc e www multisensoryfitness com 9 Chapter 3 Combination of SMARTfit Single and wired or wireless pods The CPU runs both the SMARTfit Single and stations in combination with SMARTfit Pods that can be paced on the floor or mounted to walls or to pod stands using the Velcro supplied If you have wireless play pods that integrate with your system they need to be charged before use Charging system for wireless Pods A special power charging cable is supplied for connecting the CPU to the g back of the wireless play pods when they need recharging Up to six pods can charge at a time which should provide up to 20 hours of play Note Make sure that the connector is plugged in the correct way with the flat side to flat side and curved side to curved side Plug power cord into CPU and then to an electrical outlet Plug in to the le
21. displaying the starting number After striking it all targets will turn 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 and then back again 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 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 Track the number Counting by 2 s forward and back Game Rules The game begins with one target displaying the starting number After striking it all targets will turn 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 Game Number___ 45 Name Track the Letter Alphabet A to Z and back with all targets lit 2015 Multisensory Fitness Inc e www multisensoryfitness com 27 Game Rules The game begins with one
22. es 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 ___StartLine___ Mode __ Seconds SKILL Equipment Game __ Start Line __ Mode Seconds CARDIO Equipment __ Game _____ Start Line __ Mode Seconds COOL DOWN Equipment Game ____ Start Line __ Mode Seconds 2015 Multisensory Fitness Inc e www multisensoryfitness com 20 Chapter 8 Chart Displaying Activated Games RALLYWALL Rallywall All Targets are activated CHASE THE TARGETS Chase the Sin 4 oreen 3 orange 2 yellow 1 red Chase the Single Tar ing by 1 s forward and back same scoring as above Chase the Single Target Counting by 2 s forward and back same scoring as above Chase the Single Target Alphabet A to Z and back same scoring as above Chase the Single Target Emoticons one target lit at a time same scoring as above Chase the Sin ase the Sing arget Sha LIGHTS OUT and TRACKING Lights Out Timed race Lights Out Timed sequential order Lights Out Timed Keep 3 targets lit Lights Out Counting by 1 s forward and back Lights Out Counting by 2 s forward and back Seek the Letter Alphabet A to Z and back with all targets lit Seek the Color Color with all targets lit Seek out Smiley Smiley with all targets lit MEMORY PAIRING and SEQUENCING Pairing Color timed game
23. f 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 2015 Multisensory Fitness Inc e www multisensoryfitness com 31 Game Number____ 67 Name Memory Alphabet Find the sequence race Game Rules e 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
24. ft side of the CPU Plug the other end of charging cord into the back of a Play Pod The play pod may take up to 2 minutes per pod to completely area Continue charging all pods prior to setting the system up Once all Pods are charged unplug charging cord from Play Pods and CPU SS eS a Use the system interface to find the setting for setting Pod sensitivity There are 5 levels of sensitivity on the Pods that range from a light hit of a child to a heavier strike of an athlete or medicine ball It is important to note that unlike touch screens SMARTfit systems are designed to be tapped or hit rather than touched For this reason the sensors look for a short sharp tap or hit rather than a push with a finger or hand System Initialization when Pods are part of the system The initialization process is necessary when you have purchased pods to sometimes integrate with the station system This will involve activating the pod systems so that they can be included in the games There may also be times when you may wish to just activate the pods This initialization process where you can choose which targets to activate gives the system tremendous flexibility when it comes to programming 2015 Multisensory Fitness Inc e www multisensoryfitness com 10 If you have any difficulties here are some reasons that a Play Pod may not detect a target on startup The targets are not detected 1 The Play Pod or Target was not turned on
25. g it all targets will turn on displaying SAD FACES and SURPRISED faces in random colors including the SMILEY identified at the start of the game Objective is to track SMILEY after each refresh 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 multisensoryfitness com 28 Game Category 60 73 Memory Pairing Sequencing 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 Pause after two targets are revealed __ MEMORY PAIRING and Sequencing o o o o Memory Color race 66 Memory ABC race S 68 i 69 i Di i 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
26. hrough 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 e Game Volume volume for game sounds hits misses etc e Voice Volume volume of spoken instructions and e Music Volume volume 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 2015 Multisensory Fitness Inc e www multisensoryfitness com 14 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 sys
27. in cognitive decision making under pressure e Delivering a cardiovascular workout in a game format SMARTfit s programming improves functional abilities flexibility balance power strength while concurrently developing high levels of cognitive and neuromuscular efficiency This 2015 Multisensory Fitness Inc e www multisensoryfitness com 7 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 2015 Multisensory Fitness Inc e www multisensoryfitness com 8 Chapter 2 Getting To Know Your SMARTfit Trainer Groups who want teamwork and fun with as much movement and participation as possible will appreciate and enjoy the SMARTfit Trainer Up to 8 people can play with minimum wait time Each player will be in action for the majority of playing time All targets can display colors numbers letters symbols shapes and more This is essential in games that are designed to require players to seek out individual images in order to increase cognitive demand during the game as well as to force decisions under pressure SMARTfit Trainer also includes optional voice instruction which announces each game while scrolling through the options Recommended Floor Markings see video instru
28. ledge for them to be physically active as part of a healthy lifestyle SMARTfit High Intensity Cognitive Training merges cognitive and fitness training with gameplay providing a fun and engaging multifunctional workout for SGT Group X and personal training SMARTfit works for all ages and abilities Using sophisticated interactive computer technology SMARTfit training sessions are based on games that naturally promote fun social interaction and exercise in a venue that requires active participation and develops successful team play SMARTfit s diverse programming is designed to make fitness and sports training more fun engaging challenging and inclusive than traditional forms of training Following are tips to assist you in understanding your SMARTfit and making it successful in your facility SMARTfit System Manual This manual is designed for use by both trainers wishing to design their own workouts and those seeking single session classes or boot camps To see drills in action please view our web site on http multisensoryfitness com customer resources If you come up with a drill that is NOT posted on the channel please capture it via smart phone and send it to us so that we can post it We are aiming to build a library of ideas to share with teachers and trainers from all sectors This manual addresses games available for the SMARTfit Trainer Single with 9 targets and the Trainer Mini with 5 targets The SM
29. onsidered good and earn points As the target is hit a new 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 25 Game Category 40 47 Lights Out and Tracking 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 tracked and in what order so pay attention as these are the only ones that will earn points Lights Out Race timed 41 Lights Out Sequential Order timed Lights Out Keep 3 On Track the numbers Counting by 1 s forward and back 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 First player or team to hit out all targets will end the game Targets will flashing and score will flash to show that
30. 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 3z Chase the Single Target Scoring 5 blue 4 green 3 orange 2 yellow 1 red 21 Chase the Single Target Emoticons one target lit at a time same scoring Chase the Single Target Dice one target lit at a time same scoring as above 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 e Chase one target at a time all other targets are off e The target starts out blue and changes colors with the duration of time taken to put it out e Score earned for each hit decreases with each color change e Target remains red until the player can hit that target out or time runs out e 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 e Usea level with longer times for running or ball games e Play until time runs out Game Number__ 18 Name Chase the Single Target Counting by 1 s forward and back Game Rules e Chase one target at a time counting in sequential numbers all other targets are off
31. periods of time 120 seconds to 240 seconds Have players in line assist team mates by helping them to find answers Speed Agility Shorter time periods of play 60 seconds or less Include changes in speeds and directions when travelling to the stations targets fast to slow and forward to backward lateral to the right one direction and to the left the other Use bean bags and have players sprint up to retrieve the beanbag and sprint back to start line Move start line closer to station for quick returns and reaction times with ball games Establish multiple start lines suicide drills Use speed ladders cones or poly spots in pathway to the stations Skill Accuracy Chase games using one active target with a ball Intermediate to Advanced level 2015 Multisensory Fitness Inc e www multisensoryfitness com 6 All activities in Games Knock the Lights Out Ball games with or without a bounce on the return Activities that deduct points for misses or hits below the line Core Strength Replace playground balls with a 2 lb medicine ball Have players stand on BOSU ball or balance board to throw balls or touch targets with hands Have players perform sit ups while tossing medicine ball to targets How to Organize Your Group for a Class on SMARTfit System The workouts in this manual are designed for both individual and group trainers For group training it is essential to plan and organize the group quickly in order to get players into ac
32. physical activity to keep them active while still rooting for their team Examples include running in place jumping in place jumping jacks push ups skipping and sit ups Assessment http multisensoryfitness com wp content uploads 2013 08 SMART Fit Combine Training 1 3 pdf Please refer to our SMARTTfit Combine manual for doing assessments It includes drills and assessment tracking sheets for each demographic group Tracking scores over 4 weeks will supply the data to plot participants progress over time This is an excellent tool to show participants that they are improving More specific on line performance tracking will become available when our on line assessment tracking upgrade is released Using the scores from specific games for specific skills instructors will be able to evaluate the progress of skill attainment within a group For example the group could use activities in any one of the Chase or Rally Wall games at 4 minutes to record a beginning level of cardio fitness After a month of physical activity the players can record a second score in the same game at 4 minutes to determine how much progress they have achieved An increase in points scored within the 4 minute time limit will show how much a player s cardio fitness has improved 2015 Multisensory Fitness Inc e www multisensoryfitness com 5 For throwing and accuracy skills the Lights Out and Play Tune Games could be played for 45 seconds recording an
33. pment NOT to use on your SMARTfit System ccccccessecceeeseccceeesceeeeeeceseeneceeeeees 17 COIDE O e ecpte pene cm ec ca catae ee eee cece eee ue emcee asec cates caene iscetsceeeceee cee eet accra 18 Group Training Drills on Your SMARTEIt System ccccceccccesesccsscsceececeeceeeeeseeseeseneseteueceteneeeeens 18 GPO TeV OTM Nectar E TETN 18 Suggested Group Fitness Class Formats cccccceeccccsececeecceccnececeeecseeuseeeenceseueceseueceteueceueesenensss 18 2015 Multisensory Fitness Inc e www multisensoryfitness com 2 Nodes Ol Noesen e ecun cee daunsazeisenacuedatenet A ste seu macerenmcevaateoges 18 CTS A A E E EE E E ENE 20 Designing a Lesson Plankenn n aaa a A A 20 TEMPLATE DESIGN YOUR OWN CLASS i a E E nes apes 20 Ne O armyan a a a a 21 Chart Displaying Activated Gal mes ecran a a a a a a a a rlesedze 21 Game Category E Ralywa leaena a AN 22 Game Category 17 23 Chase the Tarp eb ainina a ARNAN 23 Game Category 40 47 Lights Out and Tracking cccccccsssececeseccecesececeeececeeeceeseuseceesenecss 26 Game Category 60 73 Memory Pairing Sequencing and Pattern Recognition eesse 29 2015 Multisensory Fitness Inc e www multisensoryfitness com 3 Chapter 1 Welcome to SMARTfit High Intensity Cognitive Training Introduction The fundamental goal of any fitness program is to help prepare individuals for the challenges of the twenty first century by providing the core skills and know
34. s is of particular importance when selecting sound as the system has 4 different volume settings These options are addressed later in this chapter but here is a brief overview Sound and Volume Options There are 4 ways to use the sound in the system Volume control is available for each type of sound and users have the option to deactivate any of the sound options 1 Pre programmed songs for use as attract mode or background music There are 13 pre programmed songs that can set the atmosphere for the age of the players 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 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 INITIAUTZINGeeey i targets In most cases it will have been initialized before it shipped in M g g A which case the system start up process will take you to the last game ee that was played BIE A a l a Re initializing is sometimes necessar
35. ss com 17 Chapter 6 Group Training Drills on Your SMARTfit System Group Training Format Group classes run 20 to 50 minutes in length depending on the number of repetitions applied to each exercise Each station can accommodate up to 8 participants of all ages and skill levels Suggested Group Fitness Class Formats Warm up The Warm Up should run for 5 minutes within a 50 minute program The main objective of the warm up is to loosen the muscles and prepare the participants for some fast paced movement A good warm up will prepare individuals for instruction reduce the chance of injury and set a fun mood for SMARTfit Training Skill The Skill Development section should run for about 10 minutes within a 50 minute program The main focus here is the connection between the brain and body Categories include speed agility balance hand eye coordination and reaction time Skill development transfers into the successful completion of life s every day activities Cardio The Cardio Respiratory Endurance section should run for about 15 minutes within a 50 minute program The main focus is cardio endurance stamina and calorie expenditure Core The Core section should run for about 5 minutes within a 50 minute program The main focus is on strengthening the torso with sit ups overhead passes etc Speed and Agility The Speed and Agility section should run for about 10 minutes within a 50 minute program The main focus is hand eye
36. target displaying the starting letter A After striking it all targets will turn on displaying random letters including the B 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 correct 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 Track the Color Color with all targets lit Game Rules The game starts with a target displaying the color that must be tracked After striking it all targets will turn on displaying random colors Objective is to knock out the identified colored target only After each strike all targets will immediately refresh with new colors and the player must seek out the color in the next identified batch of colors 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 Track Smiley Smiley with all targets lit Game Rules The game starts with a target displaying SMILEY face that must be tracked After strikin
37. tem 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 Sensitivity Change how sensitive the pods are to being hit The more sensitive the softer one can hit the target and still register a hit Select sensitivity using the up and down keys 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
38. they were the winners Game Numbers 4 1 Name Lights Out Sequential Order timed Game Rules Game begins with all lights turned on and a number allocated to each target starting at 1 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 Game ends 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 Game Number___ 42 2015 Multisensory Fitness Inc e www multisensoryfitness com 26 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 Once all targets except the last three 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 Track the Number Counting by 1 s forward and back Game Rules The game begins with one target
39. tion as soon as the lesson starts Additional Tips The equipment list for each drill is per station You can substitute as desired using equipment on hand to complement the ball kit shipped with each SMARTfit Trainer system We strongly recommend reading the operating instructions in Chapter 2 of this manual to familiarize yourself with the system before you begin We have provided both individual lesson plans to create your own workouts and complete workout programs that include lesson plans grouped for specific outcomes All activities can be adapted for any age and any skill level SMARTfit Conditioning for the Mind and Body How It Works SMARTfit Training is a functional training and fitness program appropriate for all ages and fitness levels The brain and body connection is the key element that differentiates a functional training program from a general conditioning program and SMARTfit programs are specifically designed to stimulate the body and the brain concurrently This is accomplished by e Attracting 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 Requiring high levels of attention and focus for success staying consciously in the now e Engaging
40. y 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 In the event that the CPU finds no first target 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 2015 Multisensory Fitness Inc e www multisensoryfitness com 13 Press the menu button to continue When all targets display the symbol tap them in sequence starting with the targets closest to the rRe ERCaa TARGETS TA JABRAB 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 ee 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 options 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 Game Menus Short Press of Menu Button To enter game menus simply tap the menu button Continuing to tap the menu button will scroll t
Download Pdf Manuals
Related Search
Related Contents
バイオハザード5用コイン不要装置取扱説明書 MGC900GP(PDF/776K) RAV-M241A-E RUGGEDCOM RS900L マニホールドキット 取扱説明書 Thomson DVD Recorder DTH8550 Copyright © All rights reserved.
Failed to retrieve file