Abstract
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
Highlights
Nowadays, technology has expanded rapidly, covering many aspects of everyday life, such as game playing
Hsu (2011) refers to a research conducted at Nottingham Trent University by Rachael Folds, who examined the effect of the Nintendo Wii and Xbox Kinect in helping college students with learning difficulties
Rahman (2010), by examining the effectiveness of Nintendo Wii Fit balance games supports that as a virtual reality-based therapy, it could improve the balance of children with Down Syndrome, from 10 to 13 years old
Summary
Technology has expanded rapidly, covering many aspects of everyday life, such as game playing The latter has evolved to a whole new era, as motion sensing technologies have been integrated in game consoles, allowing more realistic and immersive gameplay. This paper aims at enumerating these approaches, while categorizing them using multiple perspectives The latter vary from level of education, to types of education (namely common or special education), or even cognitive areas (e.g. mathematics, physics, etc.). This paper will present a literature review, while attempting to categorize the educational approaches which involve motion sensor technologies. The aim of the present study is to provide a complete and structured literature review which can be used as a reference point for every individual group willing to explore the sensor-based GBL research area. Kandroudi the existing literature, divided in approaches for the special needs education and for the regular education is made, before the concluding discussion
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