Back close

Classroom Collaboration Using an In-Home Gaming Device

Publication Type : Conference Paper

Thematic Areas : Amrita e-Learning Research Lab

Publisher : Emerging Research in Computing, Information, Communication and Applications

Source : Emerging Research in Computing, Information, Communication and Applications, Springer India, New Delhi (2016)

Campus : Amritapuri

School : School of Engineering

Center : E-Learning

Department : Electronics and Communication, E-Learning

Verified : Yes

Year : 2016

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

Cite this Research Publication : R. K. Lekshmipriya, Kumar, A., Mahadevan, D., and Kamal Bijlani, “Classroom Collaboration Using an In-Home Gaming Device”, in Emerging Research in Computing, Information, Communication and Applications, New Delhi, 2016.

Admissions Apply Now