So why not integrate the powers of Microsoft Kinect with a mirror to teach such subjects as basic anatomy?
For the past year, a team out of the Technical University of Munich in Germany has been working on just that. The researchers use Kinect to estimate the position of a person in front of an augmented-reality mirror in order to create the illusion that the user can see inside her own body.
For anyone who's interested in further research, here are some of the books & articles that helped shape our thinking about unethical game design through compulsion manipulation. What we've tried to include here is mostly fact instead of opinion, but as we mentioned in the piece, you can find respected opinion on the matter online, such as articles from David Sirlin or presentations by Jonathan Blow.
To claim that video games can improve literacy in one semester might seem overly optimistic, but with the right leadership behind a games-based learning approach it's almost certainly enough time to start making an impact. Here are some key action points school leaders can make now to reap the benefits.
Digital game-based learning (DGBL) can be a good way to get students of any age excited about learning. The right games can serve as effective teaching tools that not only speed up the learning process, but also improve comprehension. There are many different learning-based games that can be played online. Here are a few to try with your English classroom
Virtual worlds are engaging, stimulating spaces where students can meet online for normal class activities, including lectures, discussions, case studies, projects, papers, exams, and labs. Classes are a mix of synchronous and asynchronous activity.
The COL Inquiry Hub provides grade 8-12 students an innovative, technology driven, full-time program which allows them to pursue their own learning questions by shaping their educational experience around their interests instead of structured classes.
Page 12 has 4 notable outcomes from a delegation to this conference. Includes technology & education change, new designs & models fro education, new strategies for higher ed, evidence and new forms of assessment for the 21st century.
Fully immersive 3D 'virtual reality' environments have great value in education and training with flight simulators setting the benchmark. This project will develop a prototype system for user feedback in 3D virtual reality environments. This will be achieved through the development of data mining protocols for 3D virtual reality metrics and an understanding of how feedback based on these metrics can be used by students and instructors.
Many teachers are currently unable to access professional learning due to distance from metropolitan areas and difficulty of release from classes at appropriate times. High-speed broadband provides the opportunity to rethink approaches for professional learning of teachers, increasing access to educational services for teachers living in remote, rural and outer suburban areas.