Learning Through Motion - Center for Digital Education

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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.
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