G-Cube to lead a session at the Dev Learn Conference 2013

G-cube will conduct a session on Using Xbox Kinect for Delivering Experiential Learning Games, in DevLearn conference 2013.a

Online PR News – 16-October-2013 – NOIDA, 16 October 2013 – G-Cube will lead a session at the prestigious Dev Learn Conference, Las Vegas, USA on 23rd October 2013.The session will be led by the CEO of G-Cube – Manish Gupta. The session titled ‘Using Xbox Kinect for Delivering Experiential Learning Games’ will dwell upon the emerging motion-sensing technologies and their utilization in developing learning games.

Exploring newer ways of engaging the audience, G-Cube realizes that retaining learner interest is the biggest challenge for learning managers. Over the last few years, learning interactivities have been developed by many e-Learning providers. These activities encourage the learners to interact closely with input devices, like a mouse or a touchpad. But the interactivity is limited to the use of eyes and hands only. For a more life-like experience, newer motion-sensing technologies – like Kinect – help trainers to develop experiential games that can train learners on complex skills in a controlled, simulated environment.

G-Cube’s session on ‘Using Xbox Kinect for Delivering Experiential Learning Games’ will shed light on the advantages of experiential games and how they can be made most effective. It will also discuss in detail the technology behind Kinect and how it can be applied to learning. In addition, the challenges of working with technology and its limitations will also be discussed to help developers make an informed decision. Finally, G-Cube will also share some samples of Kinect-based learning solutions and will also explain how and where they can be implemented.

Manish Gupta, CEO of G-Cube, who will speak at the Dev Learn Conference, says, “Exploring newer technologies to develop modern learning solutions is our passion at G-Cube. We have witnessed how Kinect-based games have taken the world by storm. The technology that has created games for entertainment can be molded to create learning interactivities as well. The immersive nature of these interactivities has given us a new playing field to explore ways of engaging the learners, and it is a pleasure to share our experiences at a prestigious platform like Dev Learn.”

About G-Cube:

G-Cube Solutions is a leading CMMi Level 3 e-Learning products and services company – with a global delivery and support footprint. Over the last decade, G-Cube has helped hundreds of customers worldwide and across diverse domains. G-Cube has the right mix of experience and expertise to provide tailor-made and company-specific solutions – rather than industry-specific solutions. The solutions are also flexible to meet the evolving needs of customers.

G-Cube's product portfolio includes our cutting edge WiZDOM Learning Suite, which comprises an LMS, Virtual Classroom, Content Authoring Tool, Assessment Engine, and Skill-Gap and ILT management systems. G-Cube’s content services include designing and developing custom e-courses, mobile learning, content localization, game-based learning, simulations, and consulting for curriculum design.

With its focus on innovation and 'WoWing' the customer, G-Cube has won various industry awards, such as the Deloitte Tech Fast 50 India Award for the last five years, multiple Brandon Hall Awards for Excellence in Learning and Technology, the NASSCOM Emerge 50 Award, and multiple Apex Awards for Excellence.

About The e-Learning Guild and DevLearn

The eLearning Guild is the oldest and most trusted source of information, networking, and community for eLearning Professionals. As a member-driven organization, the Guild produces conferences, online events, eBooks and research reports for the industry. Among the many events that the e-Learning Guild organizes, the DevLearn Conference & Expo is, by far, North America’s leading event focused on learning technologies. This event is designed for professionals who want to be on the leading edge of the emerging technologies in the training and learning industry.