Equipped with the TV, Xbox360, Kinect sensor, and a wide selection of games, I began the year with many ideas and expectations for inspiring learning in my students. Two obstacles presented themselves right away. The first was, and always is in the classroom, time. The second was how to manage 21 students and one gaming system. Loving a challenge, I jumped in and began to experiment.
The time issue dissolved as I moved past the need to use the games just because they were there. When any technology tool becomes a natural part of the learning process (no different than using a pencil and paper), it becomes powerful and incorporated where it will do the most good. Rather than planning times for Kinect, I am now considering the wide variety of possibilities (check out the growing list of ideas from Kinect in Education) to enhance our lessons. As with all learning tools, you start with the learning objective, then select the methods, tools, and materials that best achieve the desired results. Used in that way, Xbox 360 Kinect, or any video gaming system can become a part of learning without creating a time problem.
Management is another common issue in the classroom. Engagement has never been a problem as my students are mesmerized by the Kinect games. I could tell right away that if I could direct their enthusiasm, we were sitting on a gold mine of learning possibilities. The difficulty was that only one student could actually "play" the game at a time. The other students were cheering and enjoying the process, but there was not enough active learning participation to suit me. The game Body and Brain Connections helped me solve the problem. That particular game is full of activities that reinforce math concepts I teach. We are working on addition to 10 and learning a variety of ways to make each number. One game is called Perfect Tens (facts for 10 are an important skill to master). The player has to use his or her hands to mark two numbers with a sum of 10 before the timer runs out. We discovered that the Kinect sensor focuses in on a narrow enough area, that while one student was actually controlling the game, all the other students could participate from behind and beside the player. The results were delightful and obviously productive:
I added to the lesson, recording sheets for each child to keep track of his or her score. The children can see their own growth and are motivated to improve their score as in any video game setting. They are learning the facts for 10 more quickly than I could have imagined and they think they are playing!! (The scores will soon become another lesson as we use arrow cards to learn about place value and how to read big numbers.)
Of course, learning the facts for 10 is just one of the many skills we will inspire with our gaming system. The possibilities are endless. Patience is the key. Rather than forcing the games into lessons, I will find the natural applications as they arise. Group participation is the next key as managing the use of the tool becomes no different than passing out paper for spelling practice.
The final advantage and payoff for using Kinect in the classroom is the addition of activity to stimulate both the body and the brain! The first brain rule (Brain Rules by John Medina) is that exercise boosts brain power. Children naturally want to move so why not channel that movement into the learning process! Everyone wins!
After just 30 days of learning with Xbox 360 Kinect, I am convinced that it holds tremendous potential for education. A little time spent working out the bugs and exploring the possibilities will reap great benefits for children!