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Esports: Career Pathway or Entertainment Craze?

Participate and share

Participate and share : Interactive lecture

Tuesday, June 25, 3:15–4:15 pm
Location: 201BC

Kyle Berger   Juan DeBiedma   Todd Harris   Daniel Vélez   Snow White  
With 80+ colleges offering scholarships and 300+ fielding competitive teams, esports is bursting into education. What does this mean for K12? Is esports merely an extracurricular activity or a new career pathway? Gain new insights from educators and esports professionals, share strategies and debate the impact of esports in K12.

Audience: Chief technology officers/superintendents/school board members, Curriculum/district specialists, Principals/head teachers
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Windows, Android, iOS
Focus: Digital age teaching & learning
Topic: Game-based learning and gamification
Grade level: 6-12
Subject area: Career and technical education
ISTE Standards: For Administrators:
Digital Age Learning Culture
  • Provide learner-centered environments equipped with technology and learning resources to meet the individual, diverse needs of all learners.
For Education Leaders:
Empowering Leader
  • Inspire a culture of innovation and collaboration that allows the time and space to explore and experiment with digital tools.
For Educators:
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
Additional detail: Spotlight on Solutions presentation

Proposal summary

Purpose & objective

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Supporting research

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Kyle Berger, Grapevine-Colleyville ISD
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Juan DeBiedma, Team Liquid
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Todd Harris, Hi-Rez Studios
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Daniel Vélez, New York Institute of Technology
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Snow White, Dell EMC

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