Kinect in the classroom

kinect in education
OverviewBuyKinect activities

Kinect in the classroom: Bring lessons to life with the gesture-based learning available with Kinect for Xbox 360* and Avatar Kinect.

Students playing Kinect in the classroom
Lakeside Center for Autism uses Kinect to help kids.

Easy to use and instantly fun, Kinect gets students’ whole body—and attention—into classroom, after-school, and other learning activities. The Kinect motion-sensing input device enables students to use their bodies instead of a mouse or controller to interact with the content on the screen. Kinect in the classroom can help transform ordinary learning experiences into extraordinary immersive education. For example, as students use their arms as the hands on a clock to form the correct time, the sensor will evaluate their accuracy. They read “red” on the screen then vigorously pop all the red balloons. Students can even collaborate on projects using avatars.

Use Kinect in the classroom to transform learning during the day and after school

Student playing Kinect in the classroom

The kinesthetic learners in the classroom are not the only ones who can benefit from Kinect. The whole school can jump into the learning fun. For more than 100 specific classroom and after-school activities, click the Kinect activities tab on this page.

Check out these games for Kinect that put the "active" back in after-school activities while fostering social development and collaboration.

Kinect: Sesame Street Sesame Street: Once Upon a Monster

Jump into a storybook adventure.

Kinect: National Geographic Challenge! National Geographic Challenge!

Explore mysterious places.

Kinect: Adventures Kinect Adventures!

A new way to get in the game.

Kinect: Sports Kinect Sports

Be the athlete.

Kinect: Kinectimals Kinectimals

Meet the world's cutest cubs.

Kinect: Fun Labs Kinect Fun Labs

Play, create, and show off.

Kinect: Body and Brain Connection Body and Brain Connection

Get challenged physically and mentally.

Kinect: Yoostar2 Yoostar 2

Star in famous movie and TV scenes.


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 telepresence 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.

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.

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