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Change the Game with
                          Interactive Learning
                             Teachers work hard to make their classroom a place where kids are actively involved
                             in learning, instead of watching the clock and waiting for the bell to ring.

                             They know that engagement is the key to unlocking the magic that lies within each
                             student. With Kinect for Xbox 360 from Microsoft, educators are enhancing traditional
                             lesson plans and after-school programs with attention-grabbing, body-moving
                             experiences that help students get engaged and stay on task—while keeping
                             instruction fun and rewarding for everyone.



Let Students Take Center Stage
Of all the challenges teachers face, motivating students
to learn—truly capturing their attention and interest—
ranks at the top of the list. With Kinect, which applies
full body play to standards-based content, teachers
can put students in the center of the learning
experience to make concepts come alive.
                                                           In Body and Brain Connection, students use their whole body to answer
                                                           quiz questions in a series of fast-paced, action-packed mini games.
Discover How Kinect is Different
There are no keyboards or gadgets to operate with Kinect. Students
                                                                                    “When I used Kinect in my Algebra
simply move their body and use their voice to interact with the                     class, students began asking
content. This design supports a kinesthetic approach to education,                  questions that went far beyond the
                                                                                    curriculum requirements. This was
which may contribute to improved learning outcomes. Equally as                      a huge success, as it got students
important, it means that anyone can jump in the game and start                      thinking about applying the content
                                                                                    in a real-world context.”
having fun right away.
                                                                                                            -- Johnny Kissko
                                                                                                   Teacher, Secondary Math,
                                                                                                      Frenship High School,
                                                                                                                      Texas
    “With its gesture interface, and by
    offering well-designed virtual contexts,
                                                                                    “Kinect motivates children to
    Kinect has the potential to transform                                           increase proficiency, as the task
    classrooms into engaging places                                                 changes from schoolwork to an
    for learning.”                                                                  action-packed game that students
                                                                                    want to win.”
                                                                                                            -- Cheryl Arnett
                           -- Dr. Chris Dede, Ed.D.                                                    Teacher, First Grade,
  Timothy E. Wirth Professor in Learning Technologies,                                                  Sunset Elementary,
     Graduate School of Education, Harvard University                                                              Colorado
“The kinds of things we want to teach—values, good
       sportsmanship, cooperation—are the very things that
       are the building blocks of the Kinect games. I also love having
       mentoring opportunities, such as when a third-grader wants to
       ‘beat the next level’ and will ask a junior high school student for
       advice and tips!”
                                                                              -- Brad Lewis
                                                                     Independent Consultant,
                                                  After-School and Community-Based Learning



 Activate Learning—In the Classroom and Beyond
 Kinect is a highly versatile, mobile, and accessible learning tool with numerous applications. Teachers and
 program coordinators can tap a fast-growing portfolio of games that span academic disciplines, sports, and
 adventure scenarios to energize classroom and after-school activities. Educators can also take advantage of
 Avatar Kinect* to pursue unique opportunities for intra-school competitions, distance learning, and collaboration
 with colleagues, students, and parents. And, because Kinect works with existing audio-visual equipment, such
 as televisions, projectors, and smartboard systems, setup is fast and easy.


 Find Ready-to-Use Resources and Join the Growing Community
 Microsoft has made it easy to start using Kinect
                                                         “My kids are excited to use the power of
 right away to transform ordinary classroom
 lessons into extraordinary immersive experiences.
                                                         Kinect to create games and applications to
 In a matter of clicks, teachers can access scores       help people interact with programs in
 of prebuilt activities for Kinect that have been        innovative ways.”
 designed by pedagogy experts to align with                                                   -- Pat Yongpradit
                                                                                    Teacher, Computer Science,
 Common Core State Standards. By choosing to
                                                                                      Springbrook High School,
 incorporate Kinect into their classrooms and
                                                                                                       Maryland
 extracurricular programs, educators can access a
 complete set of resources that extend its value as an educational tool, including:

                                      • A continuously expanding portfolio of game titles
                                      • More than 100 ready-to-use classroom activities
                                      • Kinect for Education community on
                                        Facebook: facebook.com/KinectForEducation




   Get in the Game Today!
   Learn how Kinect can empower you to create rich, interactive experiences in the classroom
   and beyond. Visit microsoft.com/kinectineducation to access Kinect activities for your school.
   Or, contact your Microsoft account representative to find out more today.

*Xbox LIVE Gold membership and broadband internet required (each sold separately) required for Avatar Kinect; carrier fees apply
© 2011 Microsoft Corporation. All rights reserved. Microsoft, Kinect, and Xbox 360 are trademarks of the Microsoft group of
companies.

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Kinect in Education

  • 1. Change the Game with Interactive Learning Teachers work hard to make their classroom a place where kids are actively involved in learning, instead of watching the clock and waiting for the bell to ring. They know that engagement is the key to unlocking the magic that lies within each student. With Kinect for Xbox 360 from Microsoft, educators are enhancing traditional lesson plans and after-school programs with attention-grabbing, body-moving experiences that help students get engaged and stay on task—while keeping instruction fun and rewarding for everyone. Let Students Take Center Stage Of all the challenges teachers face, motivating students to learn—truly capturing their attention and interest— ranks at the top of the list. With Kinect, which applies full body play to standards-based content, teachers can put students in the center of the learning experience to make concepts come alive. In Body and Brain Connection, students use their whole body to answer quiz questions in a series of fast-paced, action-packed mini games. Discover How Kinect is Different There are no keyboards or gadgets to operate with Kinect. Students “When I used Kinect in my Algebra simply move their body and use their voice to interact with the class, students began asking content. This design supports a kinesthetic approach to education, questions that went far beyond the curriculum requirements. This was which may contribute to improved learning outcomes. Equally as a huge success, as it got students important, it means that anyone can jump in the game and start thinking about applying the content in a real-world context.” having fun right away. -- Johnny Kissko Teacher, Secondary Math, Frenship High School, Texas “With its gesture interface, and by offering well-designed virtual contexts, “Kinect motivates children to Kinect has the potential to transform increase proficiency, as the task classrooms into engaging places changes from schoolwork to an for learning.” action-packed game that students want to win.” -- Cheryl Arnett -- Dr. Chris Dede, Ed.D. Teacher, First Grade, Timothy E. Wirth Professor in Learning Technologies, Sunset Elementary, Graduate School of Education, Harvard University Colorado
  • 2. “The kinds of things we want to teach—values, good sportsmanship, cooperation—are the very things that are the building blocks of the Kinect games. I also love having mentoring opportunities, such as when a third-grader wants to ‘beat the next level’ and will ask a junior high school student for advice and tips!” -- Brad Lewis Independent Consultant, After-School and Community-Based Learning Activate Learning—In the Classroom and Beyond Kinect is a highly versatile, mobile, and accessible learning tool with numerous applications. Teachers and program coordinators can tap a fast-growing portfolio of games that span academic disciplines, sports, and adventure scenarios to energize classroom and after-school activities. Educators can also take advantage of Avatar Kinect* to pursue unique opportunities for intra-school competitions, distance learning, and collaboration with colleagues, students, and parents. And, because Kinect works with existing audio-visual equipment, such as televisions, projectors, and smartboard systems, setup is fast and easy. Find Ready-to-Use Resources and Join the Growing Community Microsoft has made it easy to start using Kinect “My kids are excited to use the power of right away to transform ordinary classroom lessons into extraordinary immersive experiences. Kinect to create games and applications to In a matter of clicks, teachers can access scores help people interact with programs in of prebuilt activities for Kinect that have been innovative ways.” designed by pedagogy experts to align with -- Pat Yongpradit Teacher, Computer Science, Common Core State Standards. By choosing to Springbrook High School, incorporate Kinect into their classrooms and Maryland extracurricular programs, educators can access a complete set of resources that extend its value as an educational tool, including: • A continuously expanding portfolio of game titles • More than 100 ready-to-use classroom activities • Kinect for Education community on Facebook: facebook.com/KinectForEducation Get in the Game Today! Learn how Kinect can empower you to create rich, interactive experiences in the classroom and beyond. Visit microsoft.com/kinectineducation to access Kinect activities for your school. Or, contact your Microsoft account representative to find out more today. *Xbox LIVE Gold membership and broadband internet required (each sold separately) required for Avatar Kinect; carrier fees apply © 2011 Microsoft Corporation. All rights reserved. Microsoft, Kinect, and Xbox 360 are trademarks of the Microsoft group of companies.