From ‘hands up’ to ‘hands on’: harnessing the kinaesthetic potential of educational gaming
Paper
Paper/Presentation Title | From ‘hands up’ to ‘hands on’: harnessing the kinaesthetic potential of educational gaming |
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Presentation Type | Paper |
Authors | Farley, Helen (Author) and Stagg, Adrian (Author) |
Editors | Docherty, Michael and Hitchcock, Matt |
Journal or Proceedings Title | Proceedings of the 2011 Apple University Consortium CreateWorld Conference |
Number of Pages | 10 |
Year | 2011 |
Place of Publication | Australia |
Web Address (URL) of Paper | http://auc.edu.au/media/cw11/cw11-binder1.pdf |
Conference/Event | 2011 Apple University Consortium CreateWorld Conference |
Event Details | 2011 Apple University Consortium CreateWorld Conference Event Date 28 to end of 30 Nov 2011 Event Location Brisbane, Australia |
Abstract | Traditional approaches to distance learning and the student learning journey have focused on closing the gap between the experience of off-campus students and their on-campus peers. While many initiatives have sought to embed a sense of community, create virtual learning environments and even build collaborative spaces for team-based assessment and presentations, they are limited by technological innovation in terms of the types of learning styles they support and develop. Mainstream gaming development – such as with the Xbox Kinect and Nintendo Wii – have a strong element of kinaesthetic learning from early attempts to simulate impact, recoil, velocity and other environmental factors to the more sophisticated movement-based games which create a sense of almost total immersion and allow untethered (in a technical sense) interaction with the games’ objects, characters and other players. Likewise, gamification of learning has become a critical focus for the engagement of learners and its commercialisation, especially through products such as the Wii Fit. As this technology matures, there are strong opportunities for universities to utilise gaming consoles to embed levels of kinaesthetic learning into the student experience – a learning style which has been largely neglected in the distance education sector. This paper will explore the potential impact of these technologies, to broadly imagine the possibilities for future innovation in higher education. |
Keywords | Kinect, Wii, educational gaming, gamification, higher education, kinaesthetic learners, distance education |
ANZSRC Field of Research 2020 | 390405. Educational technology and computing |
390303. Higher education | |
460809. Pervasive computing | |
Public Notes | No evidence of copyright restrictions preventing deposit. |
Byline Affiliations | Australian Digital Futures Institute |
Institution of Origin | University of Southern Queensland |
https://research.usq.edu.au/item/q146w/from-hands-up-to-hands-on-harnessing-the-kinaesthetic-potential-of-educational-gaming
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