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LIVE: Xbox Kinect©s Virtual Realities to Learning Games

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Presenter Name(s): 
Desiree DePriest, Ph.D.
Abstract: 
The emergence of augmented reality technology in the form of interactive games has produced a valuable tool for education. The “Live” communal nature of these games, blending virtual content with global access and communication, has resulted in a new research arena previously called, “edutainment” but more recently called “learning games.” Windows Live combined with Xbox 360 with Kinect technology provides an agile, real-time environment with case-based reasoning, where learners can enjoy games, simulations and face to face chat, stream HD movies and television, music, sports and even Twitter and Facebook, with others around the world, or alone, in the privacy of the home. This research explores this emerging technology and how it serves to collaborate, innovate, and produce positive learning outcomes.
Session Type : 
Presentation
Intended Audience: 
Teach/Faculty
Higher Education
Administrator
What will attendees at this presentation learn that they can apply at their institution/organization?: 
In short, Xbox Kinect along with Xbox LIVE have not only changed the way we play games, but they have also opened doors to more self-paced, self-directed, and rewarding ways to learn. Xbox LIVE and other NUI technologies are changing the way we view gaming education and learning in the 21st century and into the future.
Room: 
RC 181