2015
DOI: 10.4018/ijgbl.2015070103
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Learning Recycling from Playing a Kinect Game

Abstract: The emergence of gesture-based computing and inexpensive gesture recognition technology such as the Kinect have opened doors for a new generation of educational games. Gesture based-based interfaces make it possible to provide user interfaces that are more nature and closer to the tasks being carried out, and helping students that learn best through movement (compared to audio and vision). For younger students, motion interfaces can stimulate development of motor skills and let students be physically active du… Show more

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Cited by 18 publications
(11 citation statements)
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References 44 publications
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“…They echo the challenging (e.g., roleplaying characters, performing predetermined tasks) and the puzzling (e.g., unknown causeeffect) within the videogame and its mechanics. Also, as in other studies (Ibánez & Wang 2015), we witnessed potential cases of situated learning: students collaboratively guided and helped participants to a solution when they were facing an obstacle (e.g.,…”
Section: Discussionsupporting
confidence: 65%
“…They echo the challenging (e.g., roleplaying characters, performing predetermined tasks) and the puzzling (e.g., unknown causeeffect) within the videogame and its mechanics. Also, as in other studies (Ibánez & Wang 2015), we witnessed potential cases of situated learning: students collaboratively guided and helped participants to a solution when they were facing an obstacle (e.g.,…”
Section: Discussionsupporting
confidence: 65%
“…Next, a total of 15 studies (36.6%) reported on students' affective learning outcomes. In particular, most of the reviewed studies reported on students' engagement with the learning process (e.g., Ibánez & Wang, 2015;Lindgren et al, 2016;Tolentino et al, 2009) as well as on students' increase of motivation for participation in the task (e.g., Hwang, Shih, Yeh, Chou, Ma, & Sommool, 2014;Yang et al, 2012). Only a limited number of studies reported on the contribution of embodied learning to students' attitudes and dispositions (e.g., Lindgren et al, 2016) or students' social behaviours, such as positive social interactions and collaboration (e.g., Mora-Guiard, Crowell, Pares, & Heaton, 2017; Malinverni, Mora-Guiard, Padillo, Valero, Hervás, & Pares.…”
Section: Learning Gains (Rq4)mentioning
confidence: 99%
“…The widespread population of affordable motion-based technologies and natural user interfaces (e.g., Wii, Xbox Kinect, Leap Motion) in combination with the emergence of immersive interfaces based on mixed or virtual reality, have opened the doors for the design of embodied learning environments, grounded on the notions of motion, physicality and interactivity (Enyedy, Danish, & DeLiema, 2015). In its essence, embodied learning environments compose an emergent category of digital environments, which integrate gestures or even full-body movement into the act of learning (Johnson-Glenberg, Savio-Ramos, & Henry, 2014;Ibánez & Wang, 2015).…”
Section: Introductionmentioning
confidence: 99%
“…Interaction through gestures and body movement allows users to be more active and engaged in the learning procedure, meanwhile enhancing children's motivation, improving their learning performance and increasing concentration on educational activities [23][24][25]. Furthermore, the use of an NUI that provides gestures could be more fun and realistic, and enhance children's motor skills [25,26] especially when children dealing with learning difficulties are involved [27].…”
Section: Related Work and Games For Children With Learning Difficultiesmentioning
confidence: 99%