The Effect of XBOX Kinect in a Classroom Motivation

dc.contributor.authorTurel, Yalin Kilic
dc.contributor.authorInuwa, Muhammad Muhammad
dc.date.accessioned2026-08-12T17:01:01Z
dc.date.issued2018
dc.departmentFırat Üniversitesi
dc.description13th International Conference on Virtual Learning (ICVL 2018) -- OCT 26-27, 2018 -- December 1st 1918 Univ Alba Iulia, Alba Iulla, ROMANIA
dc.description.abstractHaving motivation as an essential factor for teaching and learning attracted research interest on several ways of improving the motivation and the tools to use for achieving that. This paper focused on finding how much Kinect can contribute to learner's motivation. In the process of achieving that Keller's Instructional Material Motivation Survey (IMMS) was used to obtain the quantitative data, where pretest and posttest was applied. Besides, open-ended questions were implemented to get the qualitative results of the research. The following hypothesis was set to test the data for both the quantitative and qualitative data; is there a notable distinction between pretest and posttest of the participant's motivation? Also, what are the perceptions of the participants? An application Essential English Vocabulary (EEV), which is a vocabulary based application integrated with Kinect was utilized for the implementation. The research was implemented on 40 participants aging from 9 to 10 with Al level of English. To analyze the quantitative data, paired-sample t-test was used. For the qualitative data, four questions were set and analyzed. The first question asked, what do you think about the application? - this test the participant thought about the application. The second, what do you like about the application? - test the participant on what they actually like about the application, which is categorized in to three including, the kinetic function, the pedagogy or the application feedback. The third, what didn't you like about this application? - test the participants on the part they dislike in the application, which might be the Kinect camera, the EEV design or else the participants are satisfied. The fourth question asked, what kind of problem did you experience when using the application? - focused on the problems experienced by the participants during the implementation of the application and it categorizes their reaction to the problem into three; technical, design, and satisfied. The results quantitative and the qualitative show that Kinect can improve student motivation with positive perception in a classroom implementation. These findings also added value many researches that portray Kinect as an effective tool for learning. Additionally, the research open opportunity to scholars in exploring the contribution of different cameras with functions similar to Kinect for learning sake.
dc.description.sponsorshipUniv Alba Iulia, Fac Exact Sci & Engn, Dept Exact Sci & Engn,Univ Bucharest,December 1st 1918 Univ Alba Iulia,Fac Exact Sci & Engn,SIVECO Romania,Romanian Minist Res & Innovat
dc.identifier.endpage527
dc.identifier.issn1844-8933
dc.identifier.startpage522
dc.identifier.urihttps://hdl.handle.net/11508/47466
dc.identifier.wosWOS:000471080200082
dc.identifier.wosqualityN/A
dc.indekslendigikaynakWeb of Science
dc.language.isoen
dc.publisherBucharest University Press
dc.relation.ispartofProceedings of the 13Th International Conference on Virtual Learning, Icvl 2018
dc.relation.publicationcategoryKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/closedAccess
dc.snmzKA_WoS_20260511
dc.subjectKinect
dc.subjectmotivation
dc.subjectprimary school
dc.subjectlanguage learning
dc.titleThe Effect of XBOX Kinect in a Classroom Motivation
dc.typeConference Object

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