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Xbox in Music Class

Storyboard about the educational technology innovation, Xbox 360 with Kinect in the Music classroom.

Pam Sarageno

on 11 April 2013

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Transcript of Xbox in Music Class

Problem: The big idea: video games as a virtual learning experience...addictive education! Video games were developed for kids to be stimulated, engaged, and to learn in a fantastic, fun way. Students want to be more ENGAGED in their learning experiences Students in the classroom are distracted from lecture learning into what they REALLY want to be doing Solution: Development: Educational games have been used in classrooms to encourage active learning by students and, to some extent, to track competency.

Now, active learning is becoming immersive learning
as technology such as Kinect for Xbox 360 transforms
games into high-involvement, measurable learning experiences. Microsoft Corporation. (2012). Learning through motion: Increasing student engagement and achievement with immersive technology. Retrieved from http://www.microsoft.com/education/en-us/products/Pages/kinect.aspx http://www.xbox.com/en-US/Kinect/Kinect-Effect Microsoft made it into the Guinness Book of World Records in March, 2011 for the fastest-selling consumer electronics device ever recording sales of 8 million units in just 60 days. Key Change Agents Director of Instructional Technology
Team of three Technology Integration Specialists Develop a need for change on the part of the clients
Establish an information-exchange relationship
Diagnose problems
Create an intent to change in the client
Translate intentions into action
Stabilize adoption and prevent discontinuance
Achieve a terminal relationship with clients Technology Integration Specialists The innovators of this technology are the designers at Microsoft. The Early Adopters The Laggards Relative Advantage Compatibility Complexity and Trialability Observability Meeting Critical Mass Centralized Diffusion Critical Mass Popularity Seeking out new technology tools Present information to teachers Gain access to the tools Provide ongoing support to teachers Ivan Tashev Skeleton-tracking Technology Identity-recognition Technology The Xbox Kinect vs The Nintendo Wii Timeline: November:
The Kinect remoteless motion-sensing technology was made available to the general public November:
I talked to my principal about adopting the technology into my classroom as an improvement to the Wii technology with which I was already engaging my students. December:
My children get the Kinect as a Christmas gift and I got to experiment with the technology. http://marketplace.xbox.com/en-US/Product/Rhythm-Party/66acd000-77fe-1000-9115-d80258411201 April:
I was awarded a mini-grant from the district's education foundation to purchase the game console, kinect device, and five games. http://www.wcpseducationfoundation.org/Grants_F1QL.php
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