In an interview with C.M. Rubin, founder of CMRubinWorld, Paul Darvasi discusses how games increase learning, offer virtual spaces to explore, enable online collaboration, inspire critical thinking, and provide artistic and artistic sites.
NEW YORK, AUGUST 10, 2020 – Amid the coronavirus pandemic, teachers have been forced to adjust lesson plans and find more artistic tactics to learn. In a new interview with C.M. Rubin, founder of CMRubinWorld, educator and game designer Paul Darvasi says studies on game-based learning have skyrocketed over the course of fifteen years. “Countless studies help the effective use of virtual games and simulations in a variety of contexts,” says Darvasi. Educators shared online classes and reports illustrating how to leverage advertising games for teaching. Darvasi believes that in the future, “the use of virtual truth will increase to create greater learning opportunities in immersive environments.”
The games were used to improve and help online training and pandemic learning. “Digital games require interaction and participation, two qualities that now characterize much of the life of the school-age generation,” darvasi says.
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Paul Darvasi is an educator, game designer, lecturer whose paintings examine the intersection of games, culture and learning. His studies explore how advertising video games can be used as texts from critical studies through teens.
CMRubinWorld’s award-winning series, The Global Search for Education, brings together leading opinion leaders in education and innovation from around the world to explore the key learning-demanding situations facing countries. The series has a highly visual platform for global discourse on learning in the 21st century, providing a wide variety of cutting-edge concepts presented through the series founder, C. M. Rubin, in collaboration with the world’s leading thinkers.
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