From ‘hands up’ to ‘hands on’: harnessing the kinaesthetic potential of educational gaming

dc.contributor.authorFarley, Helen
dc.contributor.authorStagg A
dc.date.accessioned2023-11-09T04:13:27Z
dc.date.available2023-11-09T04:13:27Z
dc.date.issued2011
dc.date.updated2023-07-03T02:11:06Z
dc.description.abstractTraditional 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.
dc.identifier.citationFarley H, Stagg A (2011). From ‘hands up’ to ‘hands on’: harnessing the kinaesthetic potential of educational gaming. Brisbane: 2011 Apple University Consortium CreateWorld Conference. 28/11/2011-30/11/2011. http://auc.edu.au/media/cw11/cw11-binder1.pdf.
dc.identifier.urihttps://hdl.handle.net/10092/106468
dc.publisherApple University Consortium
dc.rightsAll rights reserved unless otherwise stated
dc.rights.urihttp://hdl.handle.net/10092/17651
dc.subject.anzsrc39 - Education::3904 - Specialist studies in education::390405 - Educational technology and computing
dc.subject.anzsrc39 - Education::3901 - Curriculum and pedagogy::390102 - Curriculum and pedagogy theory and development
dc.subject.anzsrc46 - Information and computing sciences::4607 - Graphics, augmented reality and games::460706 - Serious games
dc.subject.anzsrc46 - Information and computing sciences::4607 - Graphics, augmented reality and games::460708 - Virtual and mixed reality
dc.subject.anzsrc39 - Education::3904 - Specialist studies in education::390409 - Learning sciences
dc.titleFrom ‘hands up’ to ‘hands on’: harnessing the kinaesthetic potential of educational gaming
dc.typeConference Contributions - Published
uc.collegeFaculty of Law
uc.departmentFaculty of Law
Files
Original bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
Farley_Stagg_Paper.doc
Size:
62.5 KB
Format:
Unknown data format
Description:
Accepted version