Research provided by Learning Through Motion Increasing Student Engagement and Achievement with Immersive Technology Before they enter school, many students are already proficient with educational video games and PC-based learning applications. They arrive in the classroom expecting learning experiences that are immersive, fun and challenging. They may become quickly bored by the traditional instructional methods of passive listening, reading and answering questions based on memorized content. Research shows that active engagement and educational video games are valuable for student learning. According to the Federation of American Scientists, “The success of complex video games demonstrates that games can teach higherorder thinking skills such as strategic thinking, interpretative analysis, problem solving, plan formulation and execution, and adaptation to rapid change.”1 This view is also reflected in the National STEM Video Game Challenge, an awards program to improve development of educational games in science, technology, engineering and math (STEM) subjects.2 Educational games have been used in classrooms to encourage active learning by students and, to some extent, to track competency. Now, active learning is becoming immersive learning as technology such as Kinect for Xbox 360 transforms games into high-involvement, measurable learning experiences. This type of learning experience will prepare students for interaction with business systems that incorporate gaming mechanics and natural user interfaces. Some of these systems already in development and use include in-store displays, 3-D videoconferencing, data visualization and motion analysis for physiotherapy.3 What Immersive Technology Brings to Learning By using natural user interfaces and carefully selected learning games, educators can make learning more engaging, better serve students in special education programs, and offer new fitness and learning activities in physical education and after-school programs. Students learn better when they actively use all of their senses, and when students’ senses are immersed they deepen their learning. Classroom Instruction Teachers can use educational games and immersive technology to easily create interactive classroom activities while continuing to meet district and state curriculum standards. Immersive learning activities and applications are already Photo courtesy of Adina Popa. The Value of Active Learning available for multiple academic areas including math, science, social studies and language arts. The technology is compatible with existing classroom equipment such as televisions, projectors and interactive whiteboards. No keyboard or user-control devices are needed; students can simply move their whole body to interact with the learning game. Immersive learning accommodates different learning styles, especially addressing the needs of students who learn by doing. Immersive technology and educational games can also be used to design self-paced learning activities for students during class time, in an after-school program or at home. The engagement fostered by immersive technology can help all students deepen their understanding and synthesis of lesson content and their ability to apply skills and competency outside the classroom. As Johnny Kissco, math teacher at Frenship High School in Texas noted, “When I used Kinect in my algebra class, students began asking questions that went far beyond the curriculum requirements. This was a huge success, as it got students thinking about applying the content in a real-world context.” Finally, immersive technology provides tools that can measure, record and give feedback on student learning progress and track evidence of skill and competency. Special Education Programs Immersive technology can help students with disabilities with physical coordination, exercise and certain accessibility needs. For example, gesture-based or speech-based interaction with a learning application may be simpler for some students than using a mouse or keyboard. For children with autism-spectrum disorders, the avatars in immersive learning games can help in recognizing emotions, coordinating body movements and interacting with others. As one example, interacting with an avatar can help a child with special needs learn how to play with a peer.4 Physical Education New education standards for fitness require more time for physical activity during the school day. Additionally, the movement to “new PE” is replacing some of the competitive games and team sports of the past with exercise stations that teach activities for developing a student’s individual lifelong fitness. Because physical education class may be the only daily exercise for some students, motivating them to engage in active play and fitness activities is essential. Video games that simulate sports such as tennis, golf, bowling and baseball can get bodies moving, while other students may enjoy yoga, aerobics and other fitness games on a rotation of individual exercise stations. Sports-themed video games can also be used to reinforce math topics such as measuring distances and calculating percentages. For students with physical limitations or delays in developing motor skills, immersive learning technology can be used in adaptive activities that are appropriate for each child. A Microsoft study, conducted in partnership with Dr. John Ratey, associate clinical professor at Harvard Medical School, at two Middleton Elementary School classrooms in California found that Kinect exercises may improve executive function (the portion of the brain responsible for planning, problem-solving and working memory) and how much students like to exercise. These results are also linked to improvements in student attention spans and peer relations.5 After-School Programs Immersive technology and playful learning can be part of fun, collaborative activities that develop community spirit and social skills in children. Through online communities, an after-school program can participate in learning challenges within the school or with other schools across the country or the world. “The kinds of things we want to teach — values, good sportsmanship, cooperation — are the very things that are the building blocks of the Kinect games,” says Brad Lewis, an independent consultant for after-school and community-based learning programs. How K-12 is Using Immersive Learning Today At Loudoun County Schools in Virginia, students weren’t the only ones excited about the classroom arrival of a Kinect and Xbox 360 system. Teachers were so enthusiastic about this new instructional technology, they used personal time to work in teams for planning new, creative lessons. The Kinect system is now used in a variety of elementary-level learning activities. Grade Level/Class Type Learning Activity 5/Math Teach fractions by using a bowling game to transform scores. 4/Science, Social Studies and Math Create weather reports and share them via video interviews and late-night television style shows; collaborate online with “epals” in Romania. Conduct videoconference simulations with the Challenger Learning Center (a NASA sponsored organization) to save islands, space ships or civilizations from different impeding dangers, while applying concrete math and science concepts. 3/Art Create artwork representing ancient civilizations, then use the learning game to bring it to life and present related information. 3, 4 and 5 Program video games. Special Education Through different games (e.g., monster, sports, adventures) students are mastering specific behavior and social skills, and learning to communicate, play in teams, follow directions, be patient, give positive reinforcement to each other, build trust, exercise and interact socially. Based on this classroom experience, “It soon became obvious that the tool and the way it was implemented in the curriculum helped students become active learners,” says Adina Popa, technology resource teacher at Steuart Weller Elementary School, Loudoun County Schools, Va. Conclusion Immersive technologies and activities are opening new paths for student engagement and success in the classroom. Getting started can be as easy as connecting an immersive sensor and control device to a classroom television or projector for a pilot project. Then let your teachers and students take the lead in creating new, powerful and effective learning experiences that leverage the appeal, educational content and skill development in this technology. Endnotes 1. 2. 3. 4. “Report: Harnessing the Power of Video Games for Learning,” Federation of American Scientists, 2006. http://www.fas.org/gamesummit/ National STEM video game challenge: http://stemchallenge.org/ “CEO Advisory: Three Technology Trends at the Leading Edge You Cannot Afford to Overlook in 2012,” Gartner, www.gartner.com Using Microsoft Kinect technology in a program for autistic children: http://www.microsoft.com/education/en-us/products/Pages/kinect.aspx#1 http://www.q13fox.com/videogallery/66628142/News/gaming-for-good 5. http://www.microsoft.com/Presspass/press/2012/mar12/GamingPR.mspx Resources Classroom activities and curriculum ideas for using immersive learning technology: http://www.microsoft.com/education/en-us/products/Pages/kinect.aspx#3, https://www.facebook.com/KinectForEducation Microsoft offers a broad set of capabilities to support bold education transformation. Our mission is simple — students. Our goal is to better prepare students for today’s highly competitive workforce through personalized lifelong, portable learning experiences, next-generation teaching models, and highly efficient and effective technology infrastructures. Learn more about Microsoft’s solutions and programs for education at www.microsoft.com/education. © 2012 e.Republic. All rights reserved.