Research Article
Motion sensor technologies in education
@ARTICLE{10.4108/sg.1.2.e6, author={T. Bratitsis and M. Kandroudi}, title={Motion sensor technologies in education}, journal={EAI Endorsed Transactions on Serious Games}, volume={1}, number={2}, publisher={ICST}, journal_a={SG}, year={2014}, month={5}, keywords={Kinect, Wii, PlayStation, Games Based Learning, Special Needs Education, categorization}, doi={10.4108/sg.1.2.e6} }
- T. Bratitsis
M. Kandroudi
Year: 2014
Motion sensor technologies in education
SG
ICST
DOI: 10.4108/sg.1.2.e6
Abstract
This paper attempts to raise a discussion regarding motion sensor technologies, mainly seen as peripherals of contemporary video game consoles, by examining their exploitation within educational context. An overview of the existing literature is presented, while attempting to categorize the educational approaches which involve motion sensor technologies, in two parts. The first one concerns the education of people with special needs. The utilization of motion sensor technologies, incorporated by game consoles, in the education of such people is examined. The second one refers to various educational approaches in regular education, under which not so many research approaches, but many teaching ideas can be found. The aim of the paper is to serve as a reference point for every individual/group, willing to explore the Sensor-Based Games Based Learning (SBGBL) research area, by providing a complete and structured literature review.
Copyright © 2014 T. Bratitsis and M. Kandroudi licensed to ICST. This is an open access article distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/3.0/), which permits unlimited use, distribution and reproduction in any medium so long as the original work is properly cited.