All age groups but especially adolescent girls have been identified as a priority target for increasing physical activity. Currently, only around two in five girls aged 13-15 years meet the recommended physical activity levels for health (Bromley et al., 2005). All stakeholders are actively seeking initiatives that will engage this target group. Active games such as dance machine provide physical activity that appeals to this and other groups because currently they spend a great deal of time in sedentary activities that include using computers and computer games (Inchley & Currie, 2005). Additionally, dancing is consistently reported as one of the most popular modes of physical activity for this age group, suggesting that dance machine may be particularly attractive. The new schools minister now wants dance activities to be a key part of all four stages of the PE curriculum.
Dance machine is currently being used in schools for:
- PE curriculum
- Before school breakfast club (targeting attendance)
- Lunchtimes (targeting anti social behaviour)
- After school clubs
- Referral clubs (targeting antisocial behaviour & low self esteem, overweight)
- Health weeks
- PHSE programme
- Dance Festivals
- Virtual League promoting Inter School competition
Dance Machine is ideal for:
- Helping to meet and achieve participation levels
- Improving health in low active adolescent girls
- Raising levels of pupil achievement & improving standards in PE
- Developing Young Leaders
- Providing a physical and social environment that is conducive to learning
- Competition using non traditional sports
Watch a sensational video of 32 teenagers competing on the multiplayer dance system.
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