From ‘hands up’ to ‘hands on’: harnessing the kinaesthetic potential of educational gaming
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Traditional approaches to distance learning and the student learning journey have focused on closing the gap between the experience of off-campus students and their on-campus peers. While many initiatives have sought to embed a sense of community, create virtual learning environments and even build collaborative spaces for team-based assessment and presentations, they are limited by technological innovation in terms of the types of learning styles they support and develop. Mainstream gaming development – such as with the Xbox Kinect and Nintendo Wii – have a strong element of kinaesthetic learning from early attempts to simulate impact, recoil, velocity and other environmental factors to the more sophisticated movement-based games which create a sense of almost total immersion and allow untethered (in a technical sense) interaction with the games’ objects, characters and other players. Likewise, gamification of learning has become a critical focus for the engagement of learners and its commercialisation, especially through products such as the Wii Fit.
As this technology matures, there are strong opportunities for universities to utilise gaming consoles to embed levels of kinaesthetic learning into the student experience – a learning style which has been largely neglected in the distance education sector. This paper will explore the potential impact of these technologies, to broadly imagine the possibilities for future innovation in higher education.
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39 - Education::3901 - Curriculum and pedagogy::390102 - Curriculum and pedagogy theory and development
46 - Information and computing sciences::4607 - Graphics, augmented reality and games::460706 - Serious games
46 - Information and computing sciences::4607 - Graphics, augmented reality and games::460708 - Virtual and mixed reality
39 - Education::3904 - Specialist studies in education::390409 - Learning sciences