Microsoft has made significant investments in gaming in education, in the classroom, physical education and with after school programs. Hear, see, and interact with the Director of Worldwide Public Sector Education on the strategy of immersive learning, and how Microsoft can help your students and educators be more engaged.
With the most innovative approach to Kinesthetic immersive education, proven research backed in-school applications and the ability to deeply engage students, Kinect is re-defining how educators teach students. Consider Kinect for supplementing classroom education, enhancing physical education programs, engaging students in before and/or afterschool programs and deepening computer science curriculum
For educators who want to drive deeper student engagements, the most established leader in gaming, Kinect is quickly becoming one of the most innovative advancements in the classroom. Formerly seen as a gaming device, new education applications are transforming the way students learn and engage at school - in the classroom, gym, and afterschool programs. With Kinect, classroom instruction can be adapted to promote the well-being of students, as opposed to conditioning them to unnecessary classroom routines. There's tremendous application potential for the classroom, whether it's gesture-based input for smart boards or whiteboards, or the potential of having students getting more active in the classroom with projects and visual simulations, etc.