Microsoft Mesh – Embodied, Immersive, Collaborative Learning

I can imagine many new amazing applications of this technology for teaching and learning with games in collaborative virtual spaces. The benefits of embodied, immersive learning are significant.

Shapiro, L. (2019). Embodied cognition. Routledge.

Wilson, R. A., & Foglia, L. (2011). Embodied cognition.

Scoresby, J., & Shelton, B. E. (2011). Visual perspectives within educational computer games: effects on presence and flow within virtual immersive learning environments. Instructional Science, 39(3), 227-254.

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About Gaming and Education

Through my research, I have found that games are a powerful tool for learning for players of all ages. Last year I earned my doctorate in Educational Leadership at Azusa Pacific University. My dissertation was entitled - Higher Order Thinking Skills in Digital Games. I have presented my research at the annual convention of the California Educational Research Association. In addition to teaching, I assist other researchers who are working in the field of games and Learning.

Posted on March 11, 2021, in "Dr. Anthony W. Palmer", augmented reality, collaborative learning, embodied learning, Games, immersive learning, Virtual Reality and tagged , , . Bookmark the permalink. 1 Comment.

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