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Scholastic Esports With Authentically Educational Games

,
Pennsylvania Convention Center, 109AB

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

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Presenters

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Chief Partnership Officer
Filament Games
@jnnjavornik
Jennifer Javornik is a video game executive who specializes in partnerships, business development, and revenue growth. She is currently the Vice President of Partnerships and Business Development for Filament Games, a video game studio that specializes in digital games, simulations, VR and AR experiences for positive impact. She is also a founding member and former Executive Director of the Wisconsin Games Alliance and is on the Unity Global Education Board. Jennifer has a B.A. from Dartmouth College and an M.S. in Information Technology from Northwestern.

Session description

Esports aren’t limited to commercial games. In this session, Jennifer Javornik surveys the many ways that competitive gaming can be done with educational games, with examples from RoboCo, RoboCo Sports League and the FIRST Global RoboCo Challenge.

Purpose & objective

Research shows that there are so many benefits to scholastic esports programs, including 21st-century skill development and introducing students to careers in marketing, business, event planning, and broadcasting. And yet the games that scholastic esports programs are usually built around are commercial games involving gun battles, high-speed racing, and general mayhem. High-quality game-based learning is a proven learning modality that is effective, engaging, and promotes long-term retention. This session explores the potential benefits of combining game-based learning with scholastic esports and provides tangible and implementable approaches to achieving this.

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Outline

0-5 mins - Introduction and context
Audience participation: Survey of scholastic esports landscape
Definitions and examples of educational games

5-10mins - Exploration of attempts at competitive gaming with educational games
Audience participation: Why are educational games not commonly used in competitive gaming

10-25 mins - Examples of competitive gaming in educational games
Single player, judged
Multiplayer casual
Multiplayer esports

25-30 mins - Conclusion and Q&A

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Supporting research

Multiple studies can be found here: https://connectedlearning.uci.edu/projects/researching-the-impacts-of-esports-programs-for-youth/

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Session specifications

Topic:
Games for learning & gamification
Grade level:
6-12
Skill level:
Beginner
Audience:
Chief technology officers/superintendents/school board members, Technology coordinators/facilitators, Teachers
Attendee devices:
Devices not needed
Subject area:
Career and technical education, STEM/STEAM
ISTE Standards:
For Educators:
Citizen
  • Create experiences for learners to make positive, socially responsible contributions and exhibit empathetic behavior online that build relationships and community.
For Students:
Empowered Learner
  • Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.
Computational Thinker
  • Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.
Disclosure:
The submitter of this session has been supported by a company whose product is being included in the session