Event | The Ludic Generation: Harnessing the Potential of Interactive Learning in Higher Ed
Who is the next generation of students to be made by ¿´Æ¬ÊÓƵ and what teaching strategies will work best to engage them? Could Serious Play (games with educational outcomes) be a key to learning – helping students to find new solutions to global problems? Hear from educators and game designers about the game literate cohort of students we can expect to welcome to ¿´Æ¬ÊÓƵ in the 21st century. This conversation will explore new ways to connect with learners in a fast-paced, digital world and uncover the potential of games and play in higher education.
Shawn Young
is a co-founder and CEO of Classcraft, the Engagement Management System for schools. Since its launch, Classcraft has gained incredible traction with educators, providing tools to support Serious Play in their classrooms. Currently Classcraft hosts over 4 million users in over 75 countries. Shawn taught 11th grade physics for 9 years, sits on the Scientific Advisory Board for UNESCO’s The Mahatma Gandhi Institute of Education for Peace and Sustainable Development, and is an Ambassador for the Education faculty of University of Sherbrooke.
Paul Darvasi
is an educator, game designer, speaker, and writer whose work looks at the intersection of games, culture, and learning. He teaches English and media studies, is a doctoral candidate at York University, and a founding member of the Play Lab at the University of Toronto. His research explores how adolescents can use commercial video games as texts for critical analysis.