This session will provide an overview of some basic dimensions of generative AI about which you and your students should be aware. The information is organized to help teachers communicate to students the pedagogical considerations behind decisions to allow or forbid the use of AI. Activities are also suggested to help familiarize your students with the practical possibilities and limitations of generative AI.
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Eductive Lunch and Learn | Why Games? Why Now? Crafting Competency with Twine
Presented by :
En ligne
Friday March 13, 2026 - 12:00 pm at 1:00 pm
In this interactive session, participants will explore the powerful role of game-based learning in fostering key competencies that extend beyond traditional classroom instruction. The session will provide a foundational understanding of game-based learning, discussing its impact on student engagement, motivation, and competency development, while advocating for its unique importance to contemporary pedagogy. Participants will learn to use Twine, a versatile and highly accessible tool for creating non-linear, interactive content which anybody at any level of technology comfort can learn to use. Guided by step-by-step instructions, attendees will learn the basics of using Twine and leave with the knowledge to create their own interactive learning experiences. This session aims to empower educators with practical skills to design game-based activities that promote learning inside and outside the classroom, preparing students for the challenges of an ever-evolving world.
Pedagogical objectives
- increase engagement
- game-based learning
- learn to create interactive tool for teachers and students
Presenter
- Dr. Paul Darvasi
- Dr. Paul Darvasi is an educator, researcher, and game designer whose work sits at the intersection of games, culture, and learning. He is the CEO and co-founder of Gold Bug Interactive, the Executive Director of the Serious Play Conference, and he lectures at the University of Sherbrooke and the University of Toronto, where he is a founding member of the PlayLab. His research and design practice explore how games can support education, training, and social impact. Paul has collaborated with UNESCO, UNODC, InterAction, Epic Games, iThrive Games, and the U.S. Department of Education. His work advances inclusive and critical media literacy worldwide and has been featured by PBS, NPR, CBC and Polygon.
Free activity, open to everyone
Please note that this activity will not be recorded.
Registration required
