“Applications of multi-touch gaming technology to middle-school education” by Muto and Diefenbach

  • ©William Muto and Paul J. Diefenbach

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    Applications of multi-touch gaming technology to middle-school education

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Abstract:


    Creating new and successful learning environments has been the goal of education reformers for decades. The introduction of personal computers into the classroom was thought to bring about this change, allowing educators to more greatly cater to individual student needs. However, years after adoption, traditional computer systems continue to be regarded as glorified flash cards for largely lecture-driven curricula. In addition, the educational value of simulations and games, while recognized by many, still remains largely outside the classroom. Organizations such as the Partnership for 21st Century Skills have demanded an education that can better train and support youth for today’s rapidly changing landscape. We believe that recent developments in interface technology can bring about this change.

References:


    1. Hudson, T., Lin, M., Cohen, J., Gottschalk, S., Manocha, D. 1997. V-COLLIDE: Accelerated Collision Detection for VRML. In Proceedings of VRML ’97.
    2. Diefenbach, P., Muto, W., Colucci, S., Cunanan, C., Dobies, J., Grow, J., Smith, M. 2007. Planet Diggum: Multi-point Touch and Gesture Control of Gaming Environments. Distributed Multimedia Systems ’07.
    3. Partnership for 21st Century Skills. http://21stcenturyskills.org/
    4. Prensky, M. 2001. Do They Really Think Differently? On the Horizon 9. 6, 1–9.


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