In an interview with C.M. Rubin, founder of CMRubinWorld, Paul Darvasi discusses the ways games extend learning, offer virtual spaces to explore, allow for online collaboration, encourage critical thinking, and provide sites for creation and making.
NEW YORK, AUGUST 10, 2020 – Amidst the coronavirus pandemic, teachers have been forced to adjust lesson plans and find more creative ways to enhance learning. In a new interview with C.M. Rubin, Founder of CMRubinWorld, Educator and Game Designer Paul Darvasi says that the research on game-based learning has exploded over the last fifteen years. “Countless studies provide support for the effective use of digital games and simulations in diverse contexts,” says Darvasi. Educators have been sharing lessons and experiences online that model how to leverage commercial games for instruction. Darvasi believes that in the future, “virtual reality will accelerate in use to create greater opportunities to undertake learning in immersive environments.”
Games were used to enhance and support online teaching and learning during the pandemic. “Digital games demand interaction and participation, two qualities that now characterize much of the lives of the school-aged generation,” says Darvasi.
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Paul Darvasi is an educator, game designer, speaker, and writer whose work looks at the intersection of games, culture and learning. His research explores how commercial video games can be used as texts for critical analysis by adolescents.
CMRubinWorld’s award-winning series, The Global Search for Education, brings together distinguished thought leaders in education and innovation from around the world to explore the key learning issues faced by most nations. The series has become a highly visible platform for global discourse on 21st century learning, offering a diverse range of innovative ideas which are presented by the series founder, C. M. Rubin, together with the world’s leading thinkers.
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