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Classroom Collaboration Using an In-Home Gaming Device

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Emerging Research in Computing, Information, Communication and Applications

Abstract

Few common devices currently used in classrooms for collaboration include computers, projectors, interactive whiteboards and multi-touch devices. Such devices are often expensive and not easily acquirable to all. We propose a low-cost multi-touch collaborative surface that can be created using a simple and inexpensive gaming device, Nintendo’s Wiimote. Wiimote and hand-made IR-LED pen was combined to setup the multi-touch surface. IR sensor in Wiimote was programmed to accurately track the IR signal from the IR-LED pen. Our system can be used to create a multi-touch surface anytime-anywhere and thus overcoming the mobility constraints that exist with current systems. Proposed system was found to be effective for collaborative classroom activities through the closed-group experiments conducted at multiple workshops on certain digital-media based classroom activities. Through the proposed system we have created a pathway to bring in gaming devices to classroom to make learning fun and more engaging with less complex setup and at an optimized cost.

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Acknowledgments

We are grateful for the support and facilities provided by Amrita Vishwa Vidyapeetham University and Amrita E learning Research lab in successfully completing the experimental work and in data analysis.

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Lekshmipriya, R.K., Kumar, A., Mahadevan, D., Bijlani, K. (2016). Classroom Collaboration Using an In-Home Gaming Device. In: Shetty, N., Prasad, N., Nalini, N. (eds) Emerging Research in Computing, Information, Communication and Applications. Springer, New Delhi. https://doi.org/10.1007/978-81-322-2553-9_26

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  • DOI: https://doi.org/10.1007/978-81-322-2553-9_26

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  • Publisher Name: Springer, New Delhi

  • Print ISBN: 978-81-322-2552-2

  • Online ISBN: 978-81-322-2553-9

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