ESportsU Presents: Connecting Esports Lifestyles to Career Development |
Listen and learn : Panel
Dr. Jason Engerman Manjuli Gupta Emily Jimenez Kammas Kersch Dr. Richard Otto Kailey Smith Mark Van Auken Lumen Vera
Our panel explores the findings of an NSF Innovative Technology Experiences for Students and Teachers grant that designed and implemented a culturally relevant esports living learning ecosystem. Moderators will draw from their study involving inter-departmental collaboration, community support and student innovation with partnerships throughout educational, administrative and broader communities.
Audience: | Curriculum/district specialists, Professional developers, Teacher education/higher ed faculty |
Skill level: | Beginner |
Attendee devices: | Devices not needed |
Topic: | Professional learning |
Grade level: | Community college/university |
Subject area: | Career and technical education, STEM/STEAM |
ISTE Standards: | For Education Leaders: Equity and Citizenship Advocate
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The purpose of the panel is to demonstrate how to design an appropriate environment to allow for organic STEM learning in the form of a Culturally Relevant Computing Living Learning Community, and discuss how education administrators can create and utilize these enriched environments in their own institutions. Culturally Relevant Computing refers to social connection, cultural asset building and self reflection (Authors, 2021; Hatley et al., 2017). We will review the major components of the successfully conducted NSF research camp including technological access, culturally relevant learning environment, student innovation, and educational opportunities. Students had full access to advanced computing machines with high speed connection, the latest gaming systems (Switch, Xbox, Playstation) with peripherals, the full adobe suite among others. We will discuss the planning and implementation of these ecosystems in the example of the previously mentioned NSF research where two separate groups of High School students experienced CRC Living Learning Communities. Furthermore, our panel will discuss the resulting positive shift in their motivations and attitudes such as wanting to attend college (Anderson et al., 2018) after the summer camp based on either traditional gaming or Esports.
Therefore, at the end of our panel viewers will be able to:
-Identify high quality collaborators within their local geographic and professional field
-Strategize next steps in building a successful Esports learning community
-Describes Esports professional digital media skills for career development
-Categorize the Esports ecosystem within local, state, national and global contexts.
Culturally Relevant Living Learning Communities (10 minutes)
-We will discuss Culturally Relevant Living Learning Communities in the context of the NSF research camp.
Panelists Introduction (5 minutes)
-We plan on having the panelists introduce themselves and giving a brief explanation as to who they are and what they do.
Community, Setup and Impact of Culturally Relevant Living Learning Communities (30 minutes)
-The panelists will discuss the importance of these learning environments, how to set them up, and the components that need to be included for them to be successful from local community, team members, and education administrators aid.
Clarifying Audience Questions (10 minutes)
-We will give the audience time to ask any questions about the camp and what was discussed.
Closing Thoughts on Living Learning Communities (5 minutes)
-A summary of the conversation and suggestions for continuing the conversation
Authors (2021). ESportsU Digital Warrior Camp: Creating an Esports-Based Culturally Relevant Computing Living Learning Camp. In Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 239-268). IGI Global.
-Giammarco, E. A., Schneider, T. J., Carswell, J. J., & Knipe, W. S. (2015). Video game preferences and their relation to career interests. Personality and Individual Differences, 73 (1), 98–104.
-Anderson, C. G., Tsaasan, A. M., Reitman, J., Lee, J. S., Wu, M., Steel, H., ... & Steinkuehler, C. (2018, September). Understanding esports as a stem career ready curriculum in the wild. In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) (pp. 1-6). IEEE.
-Hatley, L., Winston-Proctor, C. E., Paige, G. M., & Clark, K. (2017). Culture and Computational Thinking. Culture, Learning, and Technology: Research and Practice, 109.
My research lies at the intersection of interactive media and underrepresented populations for the Age of Experience. As an assistant professor, I work with young adults to help them leverage their passions towards advancing career opportunities. Using performance-based strengths, learners become participants in the design of their own learning. My work has recently led me towards the intersection of sports, entertainment, and digital media technology where Esports is an upcoming movement for the Experience Age. I believe that Esports holds key components that can help us understand how to develop sustainable and SMART communities that truly optimize their human resources.
After receiving her bachelor’s degree in Chemistry from Drexel University and working in the Chemical industry for 7 years, Manjuli is currently enrolled in the Graduate Teacher Certification Program at East Stroudsburg University to pursue a career in Professional and Secondary Education. As the Graduate Research Assistant of the ESU Creative Media Factory Team she is working to explore the enhancement of education towards STEM career readiness by utilizing Esports to create engaging culturally relevant environments. Manjuli’s interests in this field will shape her future classroom ensuring an equitable learning space tailored for highly tech integrated students.
My name is Emily Jimenez, and I am currently a senior t East Stroudsburg University. I am studying digital media technologies with a track in social and interactive media, as well as a minor in Spanish. I have worked with the team as an undergraduate research assistant/project manager for two years. I have created graphics for marketing purposes, community outreach, managing our social media and much more. In my future career, I would like to be a part of a company making digital assets in order to enhance children’s educational understanding in academic fields they may struggle in.
I spent my first several years in education teaching chemistry and computer science. I am now an STEM Services Coordinator at Chester County Intermediate Unit in Pennsylvania, where I focus on STEM, Science, Computer Science, Esports, and Tech Integration. I love to travel and present at conferences! My favorite conference to attend is ISTE and I had the privilege of presenting in 2018, 2019, and 2020. Outside of school, I teach taekwondo, collect laptop stickers, and hang out with my dogs and husband.
Dr. Otto is the chair of the Digital Media Technologies department at East Stroudsburg University. During his career he has enhanced the curricular offerings of the department and upgraded the technology and facilities, including state-of-the-art multimedia classrooms and production facilities and high-end production equipment. He earned his Ph.D. in Communications from the University of Memphis. Dr. Otto is the Co-PI for a National Science Foundation ITEST Award that uses Esports as STEM career development for diverse and inclusive youth. His research focus is on virtual game communities and the media production technology needed to tell the stories of gamers.
Lumen Vera has a wide range of esports experience. He has competed in the industry for over 20 years. He has served as CEO of Crescent Esports since 2016 while gaining experience as a head coach and tournament director for various esports teams and organizations. He is currently the Head Esports Coach at Loyola University New Orleans.
ESportU Presents: Culturally Relevant Computing Technologies for Living Learning Communities