Motion sensor technologies in education
This paper attempts to raise a discussion regarding motion sensor technologies, mainly seen as peripherals of contemporary video game consoles, by examining their exploitation within educational context. An overview of the existing literature is presented, while attempting to categorize the educatio...
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European Alliance for Innovation (EAI)
2014-05-01
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Series: | EAI Endorsed Transactions on Serious Games |
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Online Access: | http://eudl.eu/doi/10.4108/sg.1.2.e6 |
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doaj-f1211303f3bf47ca8edfa51fb8470b8f2020-11-25T03:28:30ZengEuropean Alliance for Innovation (EAI)EAI Endorsed Transactions on Serious Games2034-88002014-05-01121910.4108/sg.1.2.e6Motion sensor technologies in educationT. Bratitsis0M. Kandroudi1University of Western Macedonia, 3rd km National Road Florinas Nikis, Florina 53100, GreeceUniversity of Western Macedonia, 3rd km National Road Florinas Nikis, Florina 53100, GreeceThis paper attempts to raise a discussion regarding motion sensor technologies, mainly seen as peripherals of contemporary video game consoles, by examining their exploitation within educational context. An overview of the existing literature is presented, while attempting to categorize the educational approaches which involve motion sensor technologies, in two parts. The first one concerns the education of people with special needs. The utilization of motion sensor technologies, incorporated by game consoles, in the education of such people is examined. The second one refers to various educational approaches in regular education, under which not so many research approaches, but many teaching ideas can be found. The aim of the paper is to serve as a reference point for every individual/group, willing to explore the Sensor-Based Games Based Learning (SBGBL) research area, by providing a complete and structured literature review.http://eudl.eu/doi/10.4108/sg.1.2.e6KinectWiiPlayStationGames Based LearningSpecial Needs Educationcategorization |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
T. Bratitsis M. Kandroudi |
spellingShingle |
T. Bratitsis M. Kandroudi Motion sensor technologies in education EAI Endorsed Transactions on Serious Games Kinect Wii PlayStation Games Based Learning Special Needs Education categorization |
author_facet |
T. Bratitsis M. Kandroudi |
author_sort |
T. Bratitsis |
title |
Motion sensor technologies in education |
title_short |
Motion sensor technologies in education |
title_full |
Motion sensor technologies in education |
title_fullStr |
Motion sensor technologies in education |
title_full_unstemmed |
Motion sensor technologies in education |
title_sort |
motion sensor technologies in education |
publisher |
European Alliance for Innovation (EAI) |
series |
EAI Endorsed Transactions on Serious Games |
issn |
2034-8800 |
publishDate |
2014-05-01 |
description |
This paper attempts to raise a discussion regarding motion sensor technologies, mainly seen as peripherals of contemporary video game consoles, by examining their exploitation within educational context. An overview of the existing literature is presented, while attempting to categorize the educational approaches which involve motion sensor technologies, in two parts. The first one concerns the education of people with special needs. The utilization of motion sensor technologies, incorporated by game consoles, in the education of such people is examined. The second one refers to various educational approaches in regular education, under which not so many research approaches, but many teaching ideas can be found. The aim of the paper is to serve as a reference point for every individual/group, willing to explore the Sensor-Based Games Based Learning (SBGBL) research area, by providing a complete and structured literature review. |
topic |
Kinect Wii PlayStation Games Based Learning Special Needs Education categorization |
url |
http://eudl.eu/doi/10.4108/sg.1.2.e6 |
work_keys_str_mv |
AT tbratitsis motionsensortechnologiesineducation AT mkandroudi motionsensortechnologiesineducation |
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