Esports in K-12 Is Solving the Student Engagement Problem
Listen and learn : Snapshot
Monday, June 24, 12:00–1:00 pm
Presentation 1 of 2
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Over 70% of students in grades K-12 are gamers and more than 50% of those students never stay after school. EliteGamingLIVE is an esports/STEM platform that engages those students through interscholastic competition and interest-based learning, fostering social, behavioral and academic benefits that traditional student-athletes enjoy.
|Audience:||Chief technology officers/superintendents/school board members, Teachers, Principals/head teachers|
|Attendee devices:||Devices not needed|
|Focus:||Digital age teaching & learning|
|Topic:||Game-based learning and gamification|
|Subject area:||Career and technical education, STEM/STEAM|
|ISTE Standards:||For Students:
Our panel would serve as an opportunity to be educated on eSports for K-12 in general, and the secondary tone would focus on the results EliteGamingLIVE have seen over the last five years in the dozens of school's we currently operate in.
The panel would primarily be non-interactive for attendees but we could take a number of questions from attendees as the last segment of the panel.
There are now over 200 colleges in the US that award scholarships specifically to gamers. My company has garnered multiple case studies from school leaders that have brought eSports into their respective K-12 school. We could supply those case studies and possibly have one of those principals sit on the panel.
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