Kinect in the classroom

kinect in education
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Kinect in education: Bring lessons to life with gesture-based learning

Students playing Kinect in the classroom
Get Students Engaged: Learning through
Motion with Kinect for Education

Easy to use and instantly fun, Kinect gets students’ whole body—and attention—into learning fun. Students can use their arms as the hands on a clock to form the correct time, or play a game where they read “red” on the screen then vigorously pop all the red balloons. Students can even collaborate on projects using avatars.

For more than 100 classroom and after-school activities, click the School activity plans tab on this page.

Learn more

Hear from K-12 Institutions on how they are using Kinect in Education at their schools.

Watch the webcast:
Bring learning to life with Kinect webcast

Watch the video:
Blended Learning with Kinect for XBOX 360

Student playing Kinect in the classroom

Read the Learning through motion brief (Portable Document format, 148 KB) from the Center for Digital Education and learn more about immersive technology for education.


"When I used Kinect in my Algebra class, students began asking questions that went far beyond the curriculum requirements. This was a huge success, as it got students thinking about applying the content in a real-world context."

— Johnny Kissko, Secondary Math Teacher, Frenship High School, Texas


 

Foster learning, social development, and collaboration with these games

 


 

Bring distance learning and collaboration alive with Avatar Kinect

Animate distance learning, project collaboration, and socializing among classrooms by using Avatar Kinect* to turn ordinary video calls into a fully virtual environment. Avatar Kinect uses motion tracking in Kinect plus facial recognition to give each student his or her own avatar, a real-time on-screen representation of the student, which mimics the way that the participant smiles, nods, speaks, and gestures.

  • As many as eight people can connect in different physical locations.
  • Using Avatar Kinect for tele-presence requires much less bandwidth than regular video calls, and it takes little more than the bandwidth of a voice call to completely animate the avatars in real time.

Avatar Kinect is now available as a free download on Kinect Fun Labs.

Energize physical education

Redefine PE while helping meet national standards for motor skills and fitness. Set up station rotations in the gym for physical exercise while reinforcing respectful social behavior through highly immersive exergames, allow students self-expression, social interaction, and creativity. Check out Kinect Sports demo.

Put the "active" back in after-school activities

Foster social development and collaboration with games like Kinect Adventures, Kinect Fun Labs, Disneyland® Adventures, and many more. Get kids engaged in fun and safe activities while keeping them up and moving.

Learn more about Kinect in education

You'll learn about new volume license offers and programs available on the Kinect when you sign up for the Microsoft Education Newsletter.

* Playing Kinect online or accessing Xbox LIVE requires a Windows Live ID, Xbox LIVE account, and acceptance of Xbox LIVE terms of use, available at http://www.xbox.com/en-US/Legal/LiveTOU. Children 17 and younger cannot create an account for Xbox LIVE without parental consent. The Microsoft Online Privacy Statement applies to data Microsoft collects as part of the Xbox LIVE service.

** Xbox 360 Kinect Sensor requires 190 megabytes (MB) of storage; subject to change with system updates. Only movies from Zune Marketplace are available with Kinect voice and gesture controls.

Sign up for the free Kinect trial program
for U.S. K-12 institutions today!

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