This paper outlines the idea and methodology of using low cost motion and audio capture to present content by an educator during a theory based lecture with the intention of embedding and augmenting the recorded lecture session in a virtual space. Released in 2010, the Microsoft KinectTM removed the development barrier for software developers and educational professionals interested in developing natural user interface (NUI) and voice user interfaces (VUI) learning applications. Traditional online learning methods replicate current passive learning methods such as theory lectures which are recorded and offered online via streamed video through packages such as Moodle and Adobe ConnectTM. These more established distance teaching approaches do not cater for new methods for learning or a new game-orientated student cohort, despite the availability of technology which excels at interactivity and requires a user’s active attention for successful interactions. Initial demonstrations of the augmented lectures to students illustrated an acceptance of the technology for use in teaching and learning and the augmented lectures were received positively. These augmented lectures could foster a feeling of inclusiveness and social inclusion for the online learner which could be absent from video based alternatives.