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Shape a Culture of Inclusion Through Esports in Education

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Location: Room 275-6
Experience live: All-Access Package Year-Round PD Package Virtual Lite
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Listen and learn : Snapshot

Snapshots are a pairing of two 20 minute presentations followed by a 5 minute Q & A.
This is presentation 1 of 2, scroll down to see more details.

Other presentations in this group:

Becky Keene  
Nathan Wells  

Bring your students together through the power of games, competition, and collaboration. Learn from the success of two U.S. school systems as well as industry experts and come away with a model you can implement in your school immediately.

Audience: Coaches, Curriculum/district specialists, Teachers
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Laptop: Chromebook, Mac, PC
Tablet: iOS
Participant accounts, software and other materials: If accepted as a creator lab, participants should download Minecraft: Education Edition from aka.ms/download ahead of time. Accounts will be provided for game play.
Topic: Games for learning & gamification
Grade level: 6-12
ISTE Standards: For Educators:
Leader
  • Advocate for equitable access to educational technology, digital content and learning opportunities to meet the diverse needs of all students.
Citizen
  • Create experiences for learners to make positive, socially responsible contributions and exhibit empathetic behavior online that build relationships and community.
Facilitator
  • Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.

Proposal summary

Purpose & objective

- Participants will understand the purpose and structure of a scholastic esports program and how to recruit coaches, hosts, and athletes in their school system
- Participants will learn the importance of SEL-based coaching practices that emphasize inclusion, wellness, and active participation in team roles
- Participants will hear implementation examples from two school systems in the United States
- If selected as a creator lab, participants will also participate in an esports game together using Minecraft: Education Edition

Esports competitions have increased in popularity over the last two decades and have become an integral part of youth culture, with tournaments that attract interest from millions of people from around the world. In addition to the professional players who compete against each other, a fundamental component of esports culture is the huge number of spectators, who attend tournaments in person or who access the competitions by streaming them online. In 2018 The League of Legends esports World Championships had audience viewing figures comparable with the 2018 Superbowl, and it is projected that by 2021, esports audiences will have more viewers than all other professional sports leagues, except perhaps the NFL.

This growing industry has a great many connections to both technology and STEM sectors, with roles such as game design, coding, data analytics, technical set up and management, streaming, event organization, marketing, social media and brand management, and more. These employment opportunities offered by the growing esports industry are in addition to those directly associated with the game-play itself, such as coaching, team management and esports athlete.

Esports have now begun to find their place in educational settings, with many colleges having varsity esports teams, and a growing number offering esports scholarships. It's no surprise that educators in schools are exploring the ways in which esports may offer students learning opportunities, access to college, and pathways into industry.

Outline

1. Esports defined and a background of the rise of esports in education systems: a presentation with examples from around the world (10 minutes)
2. Testimonials from Fresno USD and Ysleta ISD about the impact of esports on the culture of their school systems and student participants, with an open invitation for audience members to ask questions (15 minutes)
3. Exploration of the esports resources provided freely to any educator worldwide through a variety of partners, including Immersive Minds, NASEF, and TEXSEF (5 minutes)

If selected for a creator lab:
4. Game play so participants can experience playing esports on a team in Minecraft: Education Edition on their own devices. We will provide accounts for game play and lead a guided reflection after the conclusion of game play (30 minutes).

Supporting research

https://connectedlearning.uci.edu/project/researching-the-impacts-of-esports-programs-for-youth/

https://journals.sagepub.com/doi/10.1177/1555412019840892

https://www.pewresearch.org/internet/2008/09/16/teens-video-games-and-civics/

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Presenters

Photo
Becky Keene, insight2execution
ISTE Certified Educator

Becky Keene’s current role is Director of Operations at insight2execution, an education consultancy based in the United States. She works with a team of managers to deliver content for worldwide edtech companies as well as professional learning specialists, training engagements, and implementation planning for systemic change with major school systems around the United States.

Photo
Nathan Wells, insight2execution

Nathan has been delivering professional development in schools for over a decade. Most recently Nathan was the Ed Tech coordinator for a district in central Phoenix and now with insight2execution an educational consultancy serving districts around the country with ed tech integration training and planning. On Twitter @edtechwells

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