Sunday, November 27, 2011

Gesture Based Learning through the Kinect

     Gesture based computing in the classroom refers to using devices that can track movements for the purpose of teaching a concept or skill. Devices that use gestures include the iphone/ipad/ipod or any other tablet/touch device, and motion sensor platforms like the Wii or Kinect. According to the horizon report, in 4-5 years gesture based learning should be a part of the classroom of the future. Development of applications is still in progress, however, some schools are starting to use devices like the kinect to engage and teach their learners.

      As I started to do research about the kinect for one of my classes, I couldn't help but be excited about the potential of the applications for learning. Students can maniuplate objects in a virtual world. In the science classroom, student could do physics type activities where they can "throw" objects or "push and pull" them and take measurements based on their own physical movements. They could "zoom in" on objects or living things to "see" the complexity of the molecules that make them up such as zoom in on a human and seeing the different layers of an organ from the tissue to the cells. There are many applications that could be develop for other content areas such as math, social studies, english, and the arts.

      I made a short video below that discusses the ways motion sensor computing could be used. It includes more examples of how the kinect can be used. I also created a "glog" website about using the kinect in the classroom and includes applications for special needs and literacy.




Now we need people out there to develop learning applications with these devices. 

I really want a kinect now! :)


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