LIVE: Xbox Kinect©s Virtual Realities to Learning Games
LIVE: Xbox Kinect©s Virtual Realities to Learning Games
dc.contributor.affiliation | Desiree DePriest - Kaplan University | |
dc.contributor.affiliation | Karlyn Barilovits - Walden University | |
dc.contributor.author | DePriest, Desiree | |
dc.contributor.author | Barilovits, Karlyn | |
dc.date.accessioned | 2020-07-30T22:22:52Z | |
dc.date.available | 2020-07-30T22:22:52Z | |
dc.date.issued | 2011 | |
dc.identifier.uri | http://hdl.handle.net/10125/69204 | |
dc.title | LIVE: Xbox Kinect©s Virtual Realities to Learning Games | |
dc.type | Conference Paper | |
dcterms.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, realtime 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. | |
dcterms.extent | 7 pages | |
dcterms.rights | Attribution-NonCommercial-NoDerivs 3.0 United States | |
dcterms.type | Text |
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