This week I wanted to chat a bit about gesture-based learning. The topic recently came up in discussion, and whenever I explain it in contextual examples (of projects I previously worked on), people always seem really wow’ed, so I figured it would be a great time to chat about it!
Gesture-Based Learning
Gesture-based learning allows users to learn practical movements through human interactions interfacing with digital technologies. This type of learning became increasingly popular with the emergence of readily available and affordable technologies such as the Xbox Kinect and the Nintendo Wii. The novelty is engaging enough for most users, and with the appropriate programming, you can develop incredible scenarios.
In gesture-based learning, courses are developed around key gestures and body movements. Activities are often simulating real-life events, and the practical component of gesture-based learning activities is paramount (in my opinion) when it comes to mastering movements to be used in real-life events.
An example of a gesture-based course I contributed to was an aircraft marshalling program, wherein the users were tasked with properly learning marshalling signals, and throughout the activities they were assessed. Incorrect movements would prompt sample scenarios of what might happen in the real-world field. It was one of the cooler programs I worked on, but I have to suppose that it was incredibly expensive and laborious for all resources involved.
Resources
- Gesture Based Interaction NUI: An Overview by Dr. Manju Kaushik and Rashmi Jain
- “Alien Health”: A Nutrition Instruction Exergame using the Kinect Sensor by M. C. Glenberg, C. Savio-Ramos, and H. Henry
- Gesture-based Learning with Kinect
- Teacher’s Guide to Kinect: How to Program for Kinect and Gesture-Based Learning
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