kinect experts

 

Welcome, Patricio Rodríguez, to KinectEducation! Researcher and Engineer

Thursday, December 29th, 2011

Welcome, Patricio Rodríguez, to KinectEducation!

Patricio Rodríguez is an Engineer and holds a PhD in Engineering from Pontificia Universidad Católica de Chile. He was CEO from 1996 to 2008 of Eduinnova, a multidisciplinary research and development center of technology enhanced learning environment using videogames and collaborative learning in mobile devices. This center received support from government agencies such as Chilean Ministries of Education and Economy, companies and institutions such Bradesco Foundation, Ericsson, HP [Philanthropy and University Relations Group], Intel, Microsoft [Community Affairs and Partners in Learning Program] and Motorola.

He implemented projects in Argentina, Brazil, Chile, United Kingdom and United States. He was also a consultant for Chilean Educational Technology agency (Enlaces) and UNESCO/ORELAC.

Patricio is a research associate in the Center for Advanced Research in Education (CIAE) at Universidad de Chile, conducting research about design, development, impact assessment and scaling up of educational technology in schools based in rigorous scientific evidence.

His research articles has been published in ISI journals such as Computers and Education, Computers and Operations Research, Journal of Computer Assisted Learning and Journal of Educational Technology & Society (1.066).  Patricio’s research interests also include design research, evidence Based Design, ICT Public Policy making in education, Teaching and Learning, Technology Entrepreneurship and Innovation, and Artificial Intelligence.

Like everyone, Patricio plays a critical role in KinectEducation.  He will use KinectEducation to share his research, thoughts, and ideas as it relates to using Kinect in learning environments and will collaborate to translate research into developed applications.

Patricio is our first representative from Chile.  Patricio, we’re honored to have you part of our team!

We’d love for you to be a part of what we’re doing; everyone plays a critical role!  Join the movement.


 

Welcome, Angela Maiers! Educational Leader, Author, Speaker, Social Media Evangelist

Monday, December 12th, 2011

Welcome Angela Maiers to KinectEDucation as our newest team member!

Angela is an active blogger, social media evangelist, and passionate advocate for bridging the gap between business and education. She is a recognized educational leader, trainer, and author. She is the owner and Chief Learning Officer at Maiers Education Services, a company emphasizing the creative use of technology and social media to advance learning, in and out of the classroom.  Angela currently travels around the world with a simple, two-worded message that she powerfully delivers to audiences of all ages and backgrounds: You Matter. This simple, two-worded message of revealing our value as human beings is changing the world.

It’s very exciting to have Angela as a member of this team for many reasons.  One reason is that teaching from the whole-person paradigm of learning means that we focus on development equally as much as content and Angela’s “You Matter” initiative is perfectly aligned with the ultimate goal of KinectEDucation – developing learners by providing a “Connected Education.” While bringing a strong social media presence to reach large audiences globally, Angela also provides a vast network of knowledge and connections to make sure things run smoothly here.

Angela Maiers (left) with Johnny Kissko at Microsoft’s 2011 Global Partners in Learning Event

The most important reason Angela and other members of this team are valued and were selected is that we are all 100% value-driven.  Our own unique experiences have established a common understanding that  relationships built upon complete trust is imperative to take ideas forth.  Angela walks the walk and then goes the extra mile.

Angela’s passion for education is contagious, as anyone who knows her will confirm; her TED Talk captivates her very being and what she’s all about.  When KinectEDucation switches to its new interface with more content, Angela will have a section designated specifically for her.

Glad to have you, Angela!

Johnny


 

Welcome Karen Johnson: Professor, Animator & Businesswoman

Sunday, December 11th, 2011

Welcome KinectEDucation Team Member #2 – Professor, Animator, Businesswoman, and friend, Karen Johnson.

Karen is an entrepreneur and animation veteran whose work has been widely recognized and honored. She has a proven track record of leading studio teams to produce innovative animation in a variety of media. Karen combines a visionary creative philosophy with outstanding technical skills, strong leadership abilities and a true passion for animation excellence. Karen has managed teams of up to 100 and controlled multimillion dollar budgets.

Karen’s interest in art began at an early age. She attended the University of Wisconsin-Madison in 1972 to peruse a Fine Arts degree. It was there that she and a fellow animator decided to start their own animation studio. At 19 years of age, and $600 between them, they set up shop in an old factory in Racine and built most of their own animation equipment.

Some of her professional highlights are pioneering the sports animation business by creating animations specifically designed to run on scoreboards for professional baseball, football, basketball, and hockey teams, the Superbowl and the Olympics in Los Angeles.

Karen also opened the very first feature animation studio in Toronto and assembled a team of over 50 animators to work on the film “Ferngully: The Last Rainforest” – admittedly, a childhood favorite of my own. :) She has also animated and produced work for the Drew Carey Show on WB.

Karen has worked with Fisher Price and Mattel to design and animate numerous toy titles for the Toy and Game industry and was chosen as the only outsource animation studio allowed to animate Disney’s classic characters for the CDRom game “Disney’s Villan’s Revenge,” which was recognized as the 1999 Best Children’s Entertainment Title of the Year.

Ms. Johnson gives freely of her time, speaking on animation to a variety of professional and volunteer groups and associations. She was named “1996 Small Business Person of the Year/Racine” and received the “1997 YWCA Woman of Distinction” award. In November 1997, Karen received a historical tribute from Women in Animation, honoring her for her contribution to the art of animation. She was presented with the award at the Warner Brother’s Studio in Los Angeles. In 1999, Ms. Johnson received the Ernst & Young Service “Entrepreneur of the Year Award” for the State of Wisconsin.

All of this is in addition to her work within universities, securing grant funds, and her work with non-profits. I think it goes without saying how immensely Karen will help grow KinectEDucation.

I met Karen several months ago through KinectEDucation and have gotten to know her quite well. Karen supports the vision wholeheartedly and securing her as a team member is a huge asset and will really drive this vision forward. Her experience and endorsement is a testimony to what lies ahead.

More introductions coming soon. Remember, this team is open to everyone!


 

KinectEducation’s “What Will You Create” Contest Winner for Best Video

Thursday, December 8th, 2011

The votes have been submitted and the results are in! Congratulations to Kartik Aneja for his winning video submission, Nayi Disha: A New Direction, in KinectEDucation’s first contest! Kartik now has the opportunity to decide what school to donate $500 to, which he has as revealed below (outstanding story).

If this is your first time to KinectEducation, here’s a quick background of how things got started.

It all began in April of 2011 when a call to action from KinectEducation was put out to the Kinect development community: what will you create for education? The original idea along with the KinectEducation website were then taken to Seattle, WA to present at Microsoft’s US Partners in Learning event, where it caught up with the minds of Doug Bergman, Lou Zulli, and Margaret Noble and resulted in a first-place winning project at Microsoft’s Global Forum that integrated multiple layers of collaboration and KinectEducation as a resource for the world to download, upload, and modify their contributions to the project’s evolution.

Kartik Aneja responded by creating this; here’s his story.

 

Kartik has expressed how much this win means to him. From his story, video, and downloadable app, you gain perspective of how coupling people passionate about education with transformational technology can truly renew many of today’s classrooms. 

While this victory for Kartik is a reflection of his hard work and dedication, it’s a victory that, in my opinion, reveals key elements of the most genuine 21st century classroom I’ve seen yet:

Passionate teachers tackling real-world issues while delivering the whole-person learning experience.  Students are literally immersed in their content because the technology is intuitive and so seamlessly integrated.  It simply disappears while facilitating something that would otherwise be unattainable.

This next part of Kartik’s story makes me tremendously honored to be associated with not just his project, but Kartik as an individual.

The region Kartik resides in has very active community service programs. During his junior and senior year of high school, his school sent him to the National Association for the Blind twice every week. His experiences there led him to make the decision that the $500 contest money will be donated to his high school to provide Kinect cameras so that students can start exploring ways to use the Kinect sensor to help people with such disabilities. Upon reading his story, an inspired anonymous donor has also committed to giving the orphanage where he tested the app $250 to serve their needs as well.

I told Kartik I wish more could be provided to promote his cause. He expressed that while this money may seem like a small amount, the conversion rate in India will make the money serve wonders.

Here are some thoughts from our judges about Nayi Disha:

“This was my favorite video because it really showed how this helped the children have fun with the apps and learn about the world around them. This was applied to real world learning. I could see these two apps [referencing the games within Nayi Disha] being used in other areas as well with different types of objects instead of the trash and flies. I also like that the children have the music incentive because students react well to incentives and this is really at the heart of game based education where achieving certain levels means receiving an award. -“ Shelly Terrell

 

"This video captured me the moment it started and held my attention, mind, and heart the entire time. Not only was the message powerful, it brought an entirely new dimension to gaming; social good.  Brilliant!" – Angela Maiers

 

 

 

 

After watching the video, Andrew Miller also expressed how engaging he found the application to be.  Similar sentiment was captivated by judges Kelly Croy and Lucy Barrow:

 

 

 

 

“I really enjoyed this application! What a unique and powerful exploration of Kinect in education. I was very impressed with the variety of programming, the authentic purpose, and immediate benefits of this project. The programming could be applied to different social messages from trash to drugs, and even classroom subjects…Very touching project, well done.” – Kelly Croy

 

 

 

“This app is directly relevant to the students’ situations yet could easily be used successfully by students in other locations. It illustrates perfectly the value of the Kinect Sensor Camera, a relatively inexpensive piece of technology that can be used in so many engaging ways!” – Lucy Barrow

 

 

 

This has been a very fulfilling experience and I am honored that we could get Kartik’s message out. Kartik has also agreed in principle to continue contributing his developments (keeping his rights to the intellectually property, of course) to KinectEducation to help deliver a “connected education” for schools around the world.

Congratulations Kartik!  You may also find more of Kartik’s projects on his YouTube channel and other downloads in our emerging educational apps directory. If you have thoughts you’d like to send Kartik to further promote his vision and cause, we’ll pass it on or you can share your thoughts on KinectEducation’s Facebook page.

Contest results for “best app” will be announced soon. Meanwhile, the question still remains: what will you create?

 

Johnny Kissko


 

Great Lineup of Judges for First KinectEDucation Contest

Saturday, December 3rd, 2011

Well, the first KinectEDucation contest has come to a close.  From the feedback I gained, the window of time it was offered was probably a little premature as Kinect development for PCs is still in its infancy; nonetheless, transformational content emerged and relationships were established, both of which I’m excited to know will contribute towards renewed classroom models.  Once the votes are tallied, results will be announced.  The plan is to have this done no later than December 5th.

Check out the Kinect apps that emerged throughout the duration of the contest.  If you’ve got something to share, send it our way!

Even with just a handful of submissions, we’ve got a great group of qualified judges here that are going to make this fun. I’m honored to have them as trusted partners in learning!  Below are the five judges with a brief bio, picture, and related links attached.

 

profilepic_cvAngela Maiers

Angela is an active blogger, social media evangelist, and passionate advocate for bridging the gap between business and education. She is a recognized educational leader, trainer, and author. She is the owner and Chief Learning Officer at Maiers Education Services, a company emphasizing the creative use of technology and social media to advance learning, in and out of the classroom.

Blog: angelamaiers.com  | Twitter @angelamaiers

 

 

ShellyTerrellProfilePicShelly Terrell

Shelly Sanchez Terrell is an education activist, thought-provoker, and international speaker. She is the VP of Educator Outreach for Parentella and Social Media Community Manager for The Consultants-E. Additionally, she is the the co-organizer and co-creator of the acclaimed educational projects, Edchat, The Reform Symposium E-Conference and the Virtual Round Table conference. Shelly’s website with more information is http://flavors.me/shellyterrell and her twitter is @ShellTerrell.

 

andrewmillerAndrew Miller

Andrew is an international consultant specializing in educational technology, game-based learning and gamification, culturally responsive teaching and project-based learning. He is an experienced brick and mortar and online teacher who is an avid blogger for ASCD and Edutopia.

Blog: http://www.andrewkmiller.com/blog  | Twitter:@betamiller

 

 

KellyCroyKelly Croy

Kelly Croy has been speaking professionally and sharing his unique performance art with audiences since 2001. He inspires his audiences to live a life that impacts others. Performance Chalk Artist, humorist, caricature artist, cartoonist, Kelly brings his artwork to "life" using digital animation.  Kelly has been teaching and coaching for over twenty-one years and is also an Apple Distinguished Educator. Kelly’s website is http://www.kellycroy.com and his twitter is @kellycroy. Kelly also leads Wired Educator, a website dedicated to helping educators transform education with technology.

 

avatar_collectionLucy Barrow

Lucy is an eLearning Coordinator at Ballarat Grammar, a K-12 Independent School in Australia and has been working in the field of education for over 20 years. She loves exploring emerging technologies, especially virtual worlds and games in education. Lucy currently coordinates “Begonia Island”, a virtual worlds program and, in 2011, her students have been exploring educational uses for the Kinect Sensor Camera. You can find out more about her school’s eLearning Programs at http://bgselearning.posterous.com/ and Lucy’s Twitter ID is @lucybarrow.

Again, a great lineup judges who I’m honored to have participate in this contest. The winner in each category will be announced soon!

Johnny Kissko


 

The Kinect Effect – An Education Revolution

Monday, October 31st, 2011

Wow.  Sometimes, words alone won’t do justice.The societal impact of Kinect will be huge; this Microsoft video encapsulates what the “Kinect Effect” will be in education and beyond.  What’s most exciting is that this is just the beginning.

 


 

10 Future Developments with Kinect in Education

Thursday, October 20th, 2011

The future of Kinect, in my opinion, targets education reform for many reasons.  I am not a zealot for technology. I am, however, passionate about introducing new, reformed models of learning to schools and believe that certain tools can serve to facilitate this higher purpose.

In The Singularity Is Near, author Ray Kurzweil discusses seven stages in the life cycle of all technology.  I used this cycle to reflect on the current state of Kinect in schools.  While Kinect is used by most for gaming, using the device to support learning in schools is a fairly new concept finally taking root.  I believe integrating Kinect to support learning is in the third stage of Kurzweil’s discussed cycle, where a community of innovators and tinkerers build upon the original invention and thus enable the invention to mature and flourish.

Adoption of any breakthrough idea, method, tool, or technique requires detaching from conventional thinking and accepting new paradigms.  Where will these new paradigms, innovators, tinkerers and R & D lead us?  It’s very early to tell, but we can make predictions by analyzing current trends in both industry and education.  In addition to games, here are 10 emerging developments I predict – some concrete, some abstract – that I feel have serious implications in K12 learning environments:

 

1.  New Data Tracking Methods

With Kinect, advanced learning analytics within most classrooms is a definite possibility; properly designed and integrated, data collection can move far beyond just gathering assessment data.  Kinect being used in this capacity will serve as an excellent RTI tool.  If you could analyze students’ body language over the duration of a specific time period, you would have hard data revealing levels of interest and potential behavioral issues. 

Of course, interpreting body language isn’t easy; even human experts mess up when making observations.  Much has to be considered before making broad generalizations. However, we can’t deny that a large percentage of communication is nonverbal; therefore, if an instructor has access to long-term data that reveals specific behavioral trends, direct intervention can be timely, direct, and accurate.

So, imagine the framework of Georgia Tech’s sign language recognition software being used for additional purposes.

 

 

2.  Mobile Device Integration

As mobile devices proliferate throughout schools, this will be a great way to engage all students while leveraging accessible technology.  One of the current limitations with Kinect is that one sensor can track only two students at a time.  While it may not be realistic or feasible to integrate multiple Kinects in one classroom, integrating mobile devices with Kinect will be a great way to get everyone engaged.  This video below shows the early stages of Kinect being integrated with a Windows 7 phone. 

 

3.  Instructional Software

Useful classroom software for Kinect need not be complex to be transformational.  Those seeking to maintain traditional classroom structure will find Kinect useful as an instructional tool, much like a wireless writing tablet.  There isn’t much need to alter your classroom model for this to work.  As a basic illustration, imagine using the application below to throw vocabulary words, equations, or historical facts onto the wall.

4.  Affordable “Touch Screens”

I believe that this development could be the catalyst that delivers Kinects to most mainstream classrooms because it’s accomplishing what similar technology does at a fraction of the price.  In other words, Kinect amplifies the benefits and use of technology you were already going to purchase. 

Below is a stunning new development that reveals this development in practice:

 

 

5.  Kinect Accessories

Within classrooms, Kinect accessories may be necessary additions for proper functioning of the device in a restricted environment.  Notable accessories include:

Nyko Zoom for Kinect: a lens attachment that  allows players to stand about 40 percent closer to the Kinect. 

Kinect Floor Stand: adevice allows the Kinect camera to be placed in different locations around the room. 

Kinect Wall Mount: allows Kinect to be mounted to a wall in a static location.

Kinect swivel mount:  I haven’t seen this yet, but I hope it’s being developed.  When (and if) multiple Kinects are supported on one computing device, there will be a market for this.  This could suspend from the ceiling, much like many projectors do.

 

6.  Support for Multiple Kinects

The obvious need for this will to track multiple students at one time.  While technically possible, I haven’t seen many applying this in a practical setting…yet.  The video below shows this development shifting from theory to practice.

 

7.  Gesture-Based Learning and Game-Based Learning Consultants

As this market grows, so will the need for people who have exposure to this dimension of learning.  The great news is that there will be plenty of success out there for many to enjoy.  If you’re one of them or want to be one of them, now is a great time to make yourself stand out.

Microsoft has recently launched a Kinect for education Facebook page where you can gain great perspective from educators and Kinect experts around the globe.  If you have questions about how to use the Kinect in your learning environment, this is a great place to gain guidance from people immersed in the field.  It has been an honor to serve on this amazing team that’s pioneering a new dimension to learning. 

 

8.  Repositories for Custom Development

As the Kinect education community proliferates, indie developments showcasing this technology will also increase.  Check out KinectEDucation’s Kinect apps for education to see what the community has already contributed.  There’s currently a contest going on promoting the custom development of such applications (ends November 30th).

 

9.  Lesson Plan and Activity Development

When new devices emerge for classrooms, so does the need for practical examples of them being used in a real-world setting.  Great news – Microsoft is developing Kinect classroom activities and is publicly providing them for free.  More activities are continually being added to this excellent bank of resources. 

If you’re using Kinect in your classroom and have ideas, activities, or lessons you’d like to contribute, feel free to share them in the KinectEDucation forums.   

 

10.  Continual Paradigm Shifts

Will the Kinect have enough influence to transform learning environments around the world into true 21st century classrooms? If we evaluate trends, growing research, learning theory, and the market, most findings indicate that the Kinect may very well become the new technology centerpiece in schools. The indie development scene is active and many of the basic applications designed already have potential in classrooms around the world. Additionally, policies and legislature are trending to support innovation in schools.  All of these factors will influence school’s acceptance of new modalities of thinking about how we can educate our children.

 

What are your ideas?  Feel free to contribute them publicly or contact me


 

Kinect in Education Project: When Fish Fly

Tuesday, October 11th, 2011

This past summer, I had the opportunity to collaborate with a select group of amazing individuals – Doug Bergman, Lou Zulli, Margaret Noble, and Donna Thomas – in Microsoft’s Innovative Educator Forum (IEF) in Redmond, Washington on a learning excursion.  One of the objectives of participation was to collaboratively develop a project that could be integrated in our classrooms.  The project we decided upon was to have students develop a game that simulated the “fish tossing” witnessed in Pike’s Place Fish Market.  While the project was well-received and well-praised by all members, the scope of the project seemed daunting.

What happens when you “turn a classroom of Computer Science students loose?”  Simply stated, they will create phenomenal and unprecedented work.  

In a mere eight weeks, high school students from Lou Zulli’s and Doug Bergman’s classes have already developed this application using the Kinect SDK.   In this program that’s a work-in-progress, users can “catch” fish and receive cash based on the type of fish caught. 

Here is a an overview of the project’s objectives:

“’When Fish Fly’ is a Kinect game creation project designed to replicate the sights, sounds, history and “sense of place” of Pike Place Fish Market while actively engaging the student design team in the 21st Century Learning process. The intent of this project is not so much to get other educators to complete a project on this specific location at Pike Place, but more so introduce a way of looking at a new kind of semester long project which increases learning by allowing students to incorporate game design, Xbox 360, Kinect, multimedia technology, motion, art, and Computer Science as they collaboratively research, design, and program a game simulation. This concept is intended to be used as a model to be replicated for any location in any city in the world, it is not location specific!

In addition to the game play, there is also a heavy educational component to both building the project as well as playing the completed game. We want educators and students to consider the different roles that might apply in their own area of interest (i.e. paying customer, business owner, or employee) and introduce the idea of project creation from different prospective, each with its own purpose, skills requirements, and implementation issues. This project has two focuses: 1) to have the students bring  leading edge technology into their learning in an innovative way , and 2) to learn and teach about a specific business, location, activity or institution.  In order to simulate the location as accurately as possible, students also observe and record the many types of people interactions, transactions, and activities that occur in the market. The completed project will support dynamic motion-based interaction using the Kinect camera system.  Part of the creative challenge and fun of this project is determining what motions and kinetic movement to incorporate into the project. With the Kinect cameras being the central input device(s), it is through gestures that the navigation and action of the game is controlled.

This kind of project could take advantage of the passions of students, by encouraging them to  consider designing such a game to bring to life something they love such as a baseball game, a music recital, a family-run business, an entire favorite city (consider gestures that might relate to each famous sightseeing place),  or even a space shuttle launch.”

While this begins to describe the gist of the project, Rob Bayuk, Senior Education Marketing Manager for K-12 with Microsoft, wrote a blog post in September that further captivates the development of this cohort and the ideas generated during the learning excursion that took place in Seattle, Washington. 

I have personally used this in my classroom, and it was a major hit with the students.  Ultimately, the goal is to share this development with others around the globe to integrate in their classrooms.  This will take the project to a level beyond its above stated objectives and serve as a strong testimony to the power of global collaboration.

From a “real-world” perspective, fishing is a cultural phenomenon.  What was initially an activity designated for survival has evolved into a past time for families and friends. Fortunately for us, innovators thousands of years ago pioneered fish hooks.  Today, these hooks can be purchased from most stores; as a result, the masses can focus on the art of fishing rather than developing the tools needed to fish.  If we studied the history of humanity and our advancements, we’d discover that every major shift is marked by the use of new tools and new ways of processing information.  As illustrated with the fishing analogy, those who embrace new methods prosper; those who don’t are lacking relative to their potential.

The tool itself is irrelevant without supporting assets.   It is my opinion that for many schools, the development of immersive applications like “When Fish Fly” and practical activities promoting whole-person engagement symbolize the innovative fish hook developed thousands of years ago.

When the time is right, Lou and his students will release this application for other educators around the globe to download and integrate in their classrooms.  I hope to provide pictures and videos soon from global users.  Certainly, this could be a “catch” heard around the world.

I’m confident that all participants in this event would validate my belief that the IEF made major contributions towards professional growth and created lifelong relationships.  Read about all the US forum finalists that will be competing at the Global IEF in Washington, D.C. in November to gain further perspective on the amazing things teachers are doing in their classrooms.


 

10 Excellent Resources for Kinect in Education

Saturday, October 1st, 2011

For those new to exploring the Kinect as an instructional tool, here are some outstanding resources worth exploring.  This is a non-exhaustive list and should serve to establish a framework for educators and developers considering the development or adoption of Kinect applications for education.  As Kinect gains more visibility in education, you can fully expect more resources in the future.

 

 

2011 Horizon Report: This report explores emerging technologies relevant to the field of education.  Gesture-based learning is expected to hit mainstream classrooms withinin the next two to three years. 

NCLB Reform: Standardized assessments and the oft-cited unattainable goals of NCLB have stifled innovation in some schools. If this act is reformed, I would expect innovative teaching practices to increasingly be more visible in classrooms.

John Medina’s "Brain Rules" book:  This will help you gain insight into the reality of education versus what it should look like with respect to how people most effectively learn. 

Common Core Standards: 48 states have adopted these standards, which provide a framework for teachers to know that they’ve taught what they’re expected to teach.  For anyone developing applications, pay close attention to these.  Administrators need to see that your applications are addressing standards before adopting them. 

Grants (such as ARPA-ED) from major organizations and federal sources are supportive of innovative instruction.

Microsoft development of Kinect classroom activities: for pundits, this clearly reveals that (1) it’s being marketed as an educational device and (2) there’s high value and definite curricular relevancy with Kinect commercial titles.   I highly recommend checking these activities out to establish a frame of reference for just how powerful Kinect can serve as a teaching and learning tool.

  Kinect pilot programs and custom development:  I recently visited with Radu Burducea, Microsoft Director of US Education, about Kinect pilot programs taking place across US schools.  Right now, ten pilots are live nationally and the K-12 Kinect product launch is on track to be released in October 2011.  Explore noncommercial development of Kinect education applications in KinectEDucation’s Kinect Apps for Education directory.  Most of these were built by an emerging community of developers as part of a contest.

  Exploring the possibilities: this video explores the value of Kinect in learning environments.  It was developed in April of 2011; since then, many new developments have emerged.  Check out these amazing Kinect developments for further ideas. 

Channel 9’s Coding for Fun: Anyone looking for project ideas and source code for Kinect projects should bookmark this excellent resource. 

 

What’s most remarkable to me is how quickly this has all developed.  Less than one year ago, Kinect had yet to be released. We’re just beginning to witness how transformational this technology will be for education.  My hope is that reformers advocating for change realize that many of the limitations imposed on classrooms (understandably out of necessity to maintain structure) can potentially be minimized with this device. 


 

Kinect for Learning: Enhancing Therapy with Analytics

Thursday, September 29th, 2011

Kinect for Learning Idea

While this submitted idea comes from a source beyond a K12 classroom, it’s entirely relevant because of its integration of Kinect to enhance learning.

Dawn Sanders is a medical school massage owner in Albuquerque, New Mexico and is looking for a programmer who can help her assess, monitor, and create a warning system for the body mechanics of a massage therapist.  Generally, the profession struggles to help students and graduates apply correct leverage without hurting or damaging joints. 

For those like myself who are unfamiliar with medical massage, Dawn explains it as the application of evidence-informed massage therapy to the human body that integrates knowledge of anatomy, physiology, and pathology.  Emphasis is on the whole-person and isn’t isolated to one dimension. 

To help Dawn, contact me for more information or visit Dawn’s website (linked above) and contact her directly. 


 

 
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