ABSTRACT VIEW
LESSONS FROM A DECADE OF MOTION CAPTURE IN HIGHER EDUCATION: REFLECTIONS AND STRATEGIES FOR CREATIVE AND INTERDISCIPLINARY MEDIA
W. Statham, C. von Paykull
Uppsala University (SWEDEN)
The integration of advanced technologies into higher education is reshaping curricula across disciplines, offering new opportunities to enhance student learning and bridge the gap between academic training and industry practices. Motion capture technology, a cornerstone of modern animation, game development, and other creative industries, exemplifies this trend by enabling students to engage with industry-standard tools while exploring the interplay of technical mastery and creative expression. Despite its potential, integrating motion capture into higher education in creative and interdisciplinary media curricula poses challenges, including steep learning curves, technological barriers, and the need to balance technical skill-building with fostering creativity.

This study investigates how motion capture can be effectively integrated into undergraduate education to address these challenges. Guided by the research question, How can motion capture technology be effectively integrated into higher education to make it accessible and foster both technical and creative learning?, the study draws on over a decade of reflective practice and continuous course development at the Department of Game Design at Uppsala University. The findings are organized around two core themes: making complex technology accessible through user-friendly tools, flipped classrooms, and resource management; and balancing technical and creative learning by designing contextualized assignments, workshops, and independent projects that encourage creativity alongside technical expertise.

Spanning 13 years, this research highlights the transformative impact of pedagogical interventions and practical strategies. These include fostering interdisciplinary collaboration by connecting technical motion capture skills to creative outputs like storytelling, game animation, and cinematic sequences, and adapting to diverse student needs through scaffolding, clear communication, and equitable access to resources. Furthermore, the study demonstrates how leveraging active learning and microlearning pedagogies can address common barriers in technology-enhanced education.

By aligning its insights with broader trends in higher education, including the integration of advanced technologies and interdisciplinary collaboration, this research offers actionable strategies for educators seeking to enhance creative curricula. It underscores the potential of thoughtful pedagogical approaches to transform technical education into an engaging, interdisciplinary experience, equipping students with the skills and adaptability required in creative and technology-driven industries.

Keywords: Motion capture, higher education, creative media, technology-enhanced learning, reflective practice, flipped classroom, game design.

Event: INTED2025
Session: Technology-enhanced Learning
Session time: Monday, 3rd of March from 17:15 to 18:30
Session type: ORAL