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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