The Virtual Adventure is FREE and runs for 5 weeks in Term 4
You'll receive a Class Pack before it starts
Places are limited to just 20,000, so be quick to grab your places!
Join in the fun by entering your class in the Zespri Young and Healthy Virtual Adventure, and take a global "journey" with our inspiring ASICS Ambassadors, NZ sporting stars; Ardie Savea, Ameliaranne Ekenasio, Kane Williamson and Samantha Charlton.
It's all about helping children to develop healthy habits that benefit them every day in countless ways, but also build the foundations of good health and wellbeing to carry them into adulthood.
Children create their own unique avatar who they will see in the video's of each destination your class will "visit". To earn points to move the team, children engage in daily health habits in the real world, like eating fruit and veges, moving more often, sleeping well, minimising their leisure screen time and drinking plenty of water. You don't need pedometers, as time spent being active is tracked, but we'll send you out a few to share with your students for a bit of fun from time to time.
It's so easy for them to track and for either you or the children to enter their own points. When your class reaches each destination, you will see your avatars interacting with our inspiring ASICS Ambassadors, who will teach you about the place they are "visiting" as well as giving healthy tips!
This program has been run twice in NZ already, with demand for places exceeding availability each time. Teachers have told us that they love the program because it engages and activates the children in so many different ways. Rather than creating more work, teachers have told us how they have been able to utilise different elements of the program into class lessons such as maths, reading, literacy and of course, health and PE. We'll give you links to loads of great resources you can use, should you wish to integrate it into any area of your curriculum.
It's Evidence Based:
Results from a research study led by the University of Sydney have found that participation in the program:
• Improved focus and attention
• Improved attendance and behaviour
• Facilitated positive social behaviour by promoting teamwork and encouraging student relationships
• Enhanced learning opportunities by integrating the Challenge elements into the curriculum
• Leads to statistically significant iimprovements in activity levels
Post-event research showed that doing more physical activity, becoming fit and feeling healthier were identified by the students themselves as some of the things they liked the most about taking part.
It's FREE to enter!
We'll send you out a class pack of goodies including a few pedometers, before the program starts.
You can join in weekly mini-challenges too.
Parents can join a "class whanau" team too
There are prizes to be won from Zespri and ASICS!
Teachers indicated that students were more engaged in learning during the Challenge as the physical activities performed during class time addressed fatigue and helped students re-engage with classroom learning.
Learning opportunities in relation to healthy lifestyles were identified by some teachers. One teacher noted that students were more interested in eating fruit during the Challenge and suggested that there was an increase in students bringing fruit to school.
“I saw the potential in it for other lessons as well like particularly maths. So I could utilise the challenge in a lot of our maths lessons as well ... It was good ... Just from the very basic reading four and five digit numbers and comparing, like doing averages. The kids have learnt how to calculate averages just through looking at the steps from the challenge. There’s so many opportunities. The addition and subtractions to see who had the most, what the class average was, what the personal average was, we looked at the little pedometers that we use, converted the steps to kilometres as well ... So lots and lots of opportunities to incorporate maths into it.”
Well, each time we went to different countries we would just then do like an explicit lesson on teaching what that country is because a lot of these kids haven't even been on an aeroplane, let alone, you know, anywhere, so it was good. We located on the world map and then we did sort of just a basic thing on each country that we went to and where it was and what their food is, what the culture is, what the language is, all that sort of stuff.”
“The online avatars and video clips got kids really engaged. Loved the way it opened discussion and curiosity about places around the world.”
“We used the Challenge everyday in every curriculum area to enrich our teaching experience. I cannot thank you enough”
Improved Attendance, Behaviour, Social Interaction and Teamwork Teachers indicated that the Challenge had had a positive impact on students who were known to misbehave in the playground as they were more focused on organising activities to increase their steps.
“I have a group of boys that are troubled and normally cause trouble in the playground and the Challenge motivated them to play differently and to organise activities in the playground to increase their steps ... They knew they had to keep moving and playing the games to be able to keep up with the others in the class.” Moree School, NSW
Several teachers reported that the Activity Challenge motivated attendance at school and had had an impact on attendance among some students who had not been attending school regularly.
“Socially, yeah, because kids are forming little groups - ‘Oh let’s go off and do this to get our steps at lunchtime’. So socially it was good. Especially girls, there’s quite a few girls that got together in groups – ‘What can we do to get our steps? Oh we’ll go and walk on a basketball court or something’. So yeah, there were groups of girls that wouldn’t normally hang out together that were making little groups to get their steps up. So that was good.”
“Definitely social, too, working with part of the team and encouragi
It Aligns to the Curriculum
The Young and Active Virtual Adventure has been used by teachers in all sorts of class lessons. It aligns with the NZ education curriculum in the following ways:
Key Competencies: It brings an experiential element to learning that fosters the key competencies of the NZC outlined below.
Learning Areas: The Young and Healthy Virtual Adventure has relevance to the following learning areas; Health and Physical Education, Social Sciences, Mathematics, Literacy, Science and Geography learning areas
The Young and Healthy Virtual Adventure aligns with the principles of Te Whare Tapa Wha, hauora (holistic wellbeing).
The Young and Active Challenge and the key competencies of the New Zealand Curriculum
Being more active, eating and sleeping well have been shown to increase creativity, concentration, thinking, and lead to improved knowledge-retention.
Using language, symbols & texts
The Challenge encourages students learn how to use language to improve their wellbeing and their relationships with others. It promotes reading, learning and understanding of the benefits of making healthy choices, improves literacy, self-regulation and leadership.
Relating to others
Because the Challenge is done as a class and being active and conscious of your own wellbeing and how to improve it, helps you to learn. It helps students work together and learn to be less judgmental toward themselves and others, fostering positive relationships.
Understanding how to make healthy choices themselves cultivates self-awareness encouraging students to manage themselves better by choosing their behaviours.
Participating & contributing
The teamwork involved in the Challenge develops empathy and compassion, making it easier for students to connect with others.
FAQ's for Teachers
What happens to our information?
The privacy and security of all participants information is of paramount importance to us. For this reason, all passwords are encrypted to the same very high standard as your banks; children’s names are given as first name and last initial only; and adult contact details are only shared if permission is given for the purposes of being eligible for prizes and receiving tips and information from our partners.
All data is housed in the secure cloud servers of Amazon Web Services, one of the largest providers of these services in the world and is deleted once the event has finished.
What technology do we need in order to run the program?
You need to have a good internet connection to access the Challenge website and a PC with Flash installed. We understand Flash is used for many other reading and maths programs schools use with their students. If you are not sure about this, please email us at email@example.com and we’ll help you.
Is there a maximum number of children we can have in each class team?
Approximately 35 is the maximum. If you are in an ILE or MLE please see the next FAQ.
What if I teach in an integrated class environment where the class size is greater than this?
We understand that these types of environments still have a “basecamp” for a subset of the total number of students with a teacher or assistant associated with that group. We recommend that you set up each basecamp as a “team”. We also need a teacher or adult to act as a “team manager” for each team. If you need help with this, please just contact our support crew at firstname.lastname@example.org
What do we get when we register for the Virtual Adventure?
We will send you a class pack with some goodies to help you on your Virtual Adventure.
My colleagues want to get involved too. How do they do that?
Simply send them to our website and click the REGISTER button. By filling out the form that you did, we will be able to send them their own unique link to set up their class.
How can we get parents involved?
When parents are involved with and helping their children, they are more successful, whether it be learning or practising healthy behaviours. So we have a few ways that parents can get involved and will help you to communicate with them:
When your class is registered we will send you an email with an invitation to send to parents with a link so they can register in the virtual class "Support Crew" team - other family members are welcome to join as well. It’s really easy to do and a great way for families to get to know one another!
Parents can sign up to receive weekly emails with tips and ideas to help their child and integrate healthy habits into their family too.
How does our class team move around the Virtual Adventure course?
Because the Zespri Young and Healthy Virtual Adventure Challenge is all about cultivating healthy habits, the class team can move around the global course using a number of different measures;
- time spent doing "huff and puff" activity
- eating fruit and vege's
- hydrating with water or milk
- minimising screen time
- maximising sleep time
Students can enter their own daily information into their profiles, or if you have younger students you can easily enter 1 set of data for the whole class.
What support will we get over the course of the Virtual Adventure?
You will receive a weekly email to keep you informed of what is coming up next for you, including the destinations, players and health and wellbeing messages you could use in your class if you wanted to.
We'll send you mini-challenges that you can win prizes for if you want to participate.
You are able to contact the support crew by phone or email at any time if you need assistance.
Do we have to do anything extra to meet the targets of the Virtual Adventure?
Not if you don’t want to. Simply get your students to focus on reaching the daily target of 60 minutes of huff and puff activity and/or any of the other healthy habits e.g eating fruit and vege's.
However, if you want to integrate themes of the program further into your lessons, we'll provide you with ideas and tools to use. There are 1-5 minute activity break ideas, along with health and wellbeing tips and all the course details showing the destinations you are visiting around the world that are great for culture, history, geography and more.
How long do we need to spend on this each day?
To do the basics of entering a daily total into the Class Home Page online will take you about 5-10 minutes (unless your students are entering their own information themselves). If your class "team" reaches the end of a leg, you may trigger an animation to watch together...these are about 2-3 minutes in length and stimulate much fun and often discussion.
It does not have to be done every day either.
How do we use our pedometers?
Whilst we did like the option of every child having a pedometer we had a lot of feedback from the last event over too much focus on steps and concerns over the devices ending up in landfills.
So this year we have taken a more holistic approach to how children can earn points (given that it is a healthy and wellbeing program, not just a step challenge) to move the class team around the course. Points to be earned from other healthy habits that we did focus on during the program anyway, like clocking up 60 minutes of huff and puff activity, eating fruit and vege's, drinking plenty of water, sleeping well etc (please take a look at the A5 in the pack for all the ways to earn points).
We know that the pedometers are motivating and fun so we wanted to keep that element but in a way that was not only more sustainable from an environmental perspective i.e less of them, but also encourages the development of a sustainable activity habit by making children conscious of how much time of their day they are moderately to vigorously active rather than just how many steps they do in a day (which may or may not be at a level to improve fitness and health).
In line with that we are supplying 10 (better) pedometers per class and based on testing it with students have found the two most effective (and still fun and motivating) ways to use them are;
1. Groups of 5
If you have your class broken up into groups of 5 students, one student in each group can have a turn 1 day of each week to be the "pacesetter" for their group. They wear the pedometer for the day and their group uses those steps for their individual entries.
2. Have a dally pacesetter group
You select a group of "pacesetter" students who wear pedometers for the day and the average of their steps is the step count that all the children enter for that day. Some teachers liked this for the maths element calculating the average steps each day.
Is there are daily activity target we need to achieve?
It is recommended that children are move as much as possbile, including 60 minutes of "huff and puff" activity that gets them sweaty and a bit tired .
How do we login to the Virtual Adventure when it’s running?
Log on to the Challenge website at from your PC or Smartboard so it’s easy to show the whole class as you enter data (to watch your team move on the map), check out the Leadboard to keep an eye on what leg you are up to and view the animations as you achieve each goal.
We will also provide you with links to our Apple and Android apps.