Prospects of Customization in educational pedagogy through Motion Sensing interactive educational games in India

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Ankita Singh, Dr. Tasha Singh Parihar


With the world turning more sensitive towards health and activity, People are trying to find a connect between technology and routine to converge the effects of motionless behaviour. Many gaming systems like “Microsoft’s Ki-nect”, “PlayStation Move” and “also smart-TVs with other smart devices are adopting the technique of control through body movements. The games attract the attention of the children and thus engage them into the fun activities while leaving them imbibed with knowledge. The apps like “Nayi Disha”, which is for preschool children, educates the toddlers while they play the games on the app. It deals in communicating with the kids while utilizing their kinetics to interact, play and thus learn. The uprising culture of fortuitous games has resulted in the popularisation of virtual gaming among both genders irrespective of their age. Through my study I shall work on the different kind of conjoint campaigns which can be created by utilizing motion sensor technology and gaming, which will be more engaging, educational as well as enjoyable for the target audience. There has not been much research done on using this type of technology for collaborative campaigns, and this will create some riveting exploration, my study will dig deep into the challenges and techniques applied by the gaming organizations to overcome the requirements of target buyers/players in the field of education in India. With the pandemic continuing for almost one and a half year, such game application numbers have flourished which uses the cameras and sensor of the device to detect the motion by the children, now these will be customized with the latest technology.

As the mind full activities should be a dominant part in a child’s development process, this when integrated with technology turns out to be an amazing method with material for brain development and educational growth (Cassar, A. & Jang, E. (2010). Now a days Children prefer being sedentary which is harmful for their health, When the children are reacting and interacting through these games; they are physically involved causing their body movement in form of exercise or dance which is better for their health (Donnelly, JE & Lambourne, K. (2011). The Kids are excited to earn the points while they are dodging, ducking, Jumping and dancing. Such games are becoming newly popular by making an active classroom as well as the play room for the children. These applications do not require any external hardware and are capable of functioning through the device like tablet or Mobile phone. My study will be supported by analysis through case study methodology, which will lead to how these apps are serving to the environment and helping in education within the virtual world.

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