2013
DOI: 10.1007/978-3-642-41175-5_5
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Using Kinect for Holodeck Classroom: A Framework for Presentation and Assessment

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Cited by 14 publications
(7 citation statements)
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“…Similarly, the results of a high level of satisfaction indicated that students enjoyed the GBLS mode experience, and they were satisfied with the learning environment and the learning instructions. These results matched the results that were reported by Sommool et al (2013).…”
Section: Discussionsupporting
confidence: 92%
See 1 more Smart Citation
“…Similarly, the results of a high level of satisfaction indicated that students enjoyed the GBLS mode experience, and they were satisfied with the learning environment and the learning instructions. These results matched the results that were reported by Sommool et al (2013).…”
Section: Discussionsupporting
confidence: 92%
“…Ayala, Mendívil, Salinas, and Rios (2013) also developed kinaesthetic learning applications using the Kinect sensor to help teaching math; they found that there is a relationship between body movements and learning processes. Sommool, Battulga, Shih, and Hwang (2013) tested the usability satisfaction of Kinect-enhanced "Holodeck" classroom; the results showed that the participants were satisfied with use of the system. More recently, Hsiao & Chen (2016) used ASUS Xtion PRO, which is the Kinect-like device to test the effect of gesture interactive game-based learning (GIGL) on the learning performance and motor skills of pre-schoolers.…”
Section: Theoretical Background and Related Workmentioning
confidence: 99%
“…-It was noted that there was no Arab study that dealt with the research of educational games based on gestures and their usability as far as the two researchers know, despite the confirmation of many foreign studies on the effectiveness of gesture-based learning in various aspects of education, such as the study: Johnson-Glenberg & Megowan-Romanowicz, 2017;Hsiao & Chen, 2016 ;Kuo et al 2014;Chang et al 2014;Sheu & Chen, ‫مجلة‬ ‫البحوث‬ ‫النوعية‬ ‫التربية‬ ‫مجاالت‬ ‫في‬ 2014;Smith et al, 2014;Ayala, Mendívil, Salinas & Rios, 2013;Chang, et al 2013;Chao, et al 2013;Hsu et al 2013;Kirsh, 2013;Meng et al 2013;Sommool, Battulga, Shih & Hwang, 2013;Shih-Ching, et al, 2012;Vernadakis, et al 2012;Chang et al 2011b). It was also noted the scarcity of foreign studies that dealt with measuring the usability of gesture-based educational games especially at primary school pupils.…”
Section: Feeling the Problemmentioning
confidence: 99%
“…Chang, Lachance, Lin, Al-Shamali ve Chen'in (2016) fizik eğitiminde yapmış oldukları araştırma sonuçlarına göre Kinect ile oyun oynayan öğrencilerin oyunda gösterdikleri performans ile konu hakkındaki ön bilgileri arasında pozitif korelasyon olup öğrencilerin bilgisayar oyunlarına yönelik tutumlarının kendi oyun performanslarını etkilemediği görülmüştür. Benzer şekilde literatürde Kinect'in öğrenci motivasyonunu arttırdığını söyleyen pek çok çalışmaya (Sommool, Battulga, Shih, ve Hwang, 2013;Vrellis, Moutsioulis ve Mikropoulos, 2014;Yuan, Hsieh, Chew ve Chen, 2015) rastlamak da mümkündür.…”
Section: Hareket Tabanlı Teknolojilerin Eğitimde Kullanılmasıunclassified