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The kinect-based edutainment application in a classroom: a pilot study for science primary one in Malaysia
Aniza Othman1, Nurul Aqilah Mohd Azmi2.
Kinect technology which works in four ways of sensing through a natural user gesture and
spoken command interfaces: motion sensor, skeletal tracking, facial recognition and voice
recognition.is potentially suitable to be implemented in educational game application. In
this paper, we investigate Kinect sensors type that could be used in learning that resulting
interactive fun-learning environment. A prototype system which implementing the sensors
has been developed and tested in teaching Science Primary One at Sekolah Kebangsaan
Taman Tasik, Ampang, Selangor, Malaysia. The Kinect application let the student explore
and participate physically during learning period and by providing good multimedia
content, they can understand the syllabus easier and in a fun way, thus creating good
bond between teachers and students. Natural interaction could be suitable to be
implemented for learning in the classroom, however, the implementation of Kinect in
classroom has technical limitations for example it requires large classroom space. But still,
living in the 21st century where the technology is emerging, the education also needs to
be one step ahead. Therefore it can be said that Kinect and education are able working
together well.
Affiliation:
- Universiti Teknikal Malaysia Melaka, Malaysia
- MSA Focus International Limited, Malaysia
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Indexation |
Indexed by |
MyJurnal (2021) |
H-Index
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6 |
Immediacy Index
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0.000 |
Rank |
0 |
Indexed by |
Scopus 2020 |
Impact Factor
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CiteScore (1.4) |
Rank |
Q3 (Engineering (all)) |
Additional Information |
SJR (0.191) |
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