Applications of Multitouch and Gaming Technology for the Classroom

dc.contributor.authorMuto, Williamen_US
dc.contributor.authorDobies, Justinen_US
dc.contributor.authorDiefenbach, Paulen_US
dc.contributor.editorG. Domik and R. Scatenien_US
dc.date.accessioned2015-07-09T11:04:25Z
dc.date.available2015-07-09T11:04:25Z
dc.date.issued2009en_US
dc.description.abstractMulti-point touch screens have enjoyed recent popularity due to their natural tendency to create highly intuitive and user-friendly systems for even the novice user. We believe that multitouch is well-suited for educational purposes, since it engages users through an invisible interface and natural, gestural interaction, as well as promoting collaborative learning through equal access, as opposed to individual or "driver and co-pilot" learning at a traditional computer workstation. In this paper, we adopt this powerful interface and combine it with 3D simulation and gaming technology to create a novel teaching tool, incorporating digital learning content co-developed with educators and providing access for administration and student assessment.en_US
dc.description.sectionheadersGames in Educationen_US
dc.description.seriesinformationEurographics 2009 - Education Papersen_US
dc.identifier.doi10.2312/eged.20091011en_US
dc.identifier.pages1-6en_US
dc.identifier.urihttps://doi.org/10.2312/eged.20091011en_US
dc.publisherThe Eurographics Associationen_US
dc.titleApplications of Multitouch and Gaming Technology for the Classroomen_US
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