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eSports and Game-Based Learning: Create Meaningful Experiences for Future-Ready Students

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Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 2

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Presenters

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Technology Integration Specialist
University of Oklahoma
Danny Mattox is the director of the Oklahoma Educational Technology Trust, a project facilitated by the K20 Center for Educational and Community Renewal at the University of Oklahoma. Danny works with school communities across Oklahoma, providing ongoing support as they integrate classroom technologies in authentic and meaningful ways. Danny has taught middle school science, technology integration, meteorology, and media production for almost 20 years.
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Instructional Technology Specialist
The University of Oklahoma
@paigelilfield
@paigelilfield
Paige Littlefield is an Instructional Technology Specialist at The University of Oklahoma's K20 Center. She has previously worked as both a middle school teacher and as an instructional coach. Paige has her B.A. in English and her M.Ed in Instructional Design and Educational Technology. She is the co-author of "Let It Go: The Power of Student Generated Questioning in Inquiry Learning" in the November/ December 2017 issue of Knowledge Quest. Paige has served on several state level committees and presented at multiple state conferences, and is a tireless advocate for student voice and choice in the classroom.

Session description

Engage in conversations about eSports and game-based learning in secondary schools, including impacts on student engagement, motivation and academic performance.

Purpose & objective

Participants will identify the pedagogical supports facilitated by game-based learning (engagement, motivation, etc.); connect participation in eSports to college and career readiness and increased academic engagement; be prepared to address challenges with the implementation of game-based curriculum; and explore how to integrate games within a classroom learning experience.

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Outline

Participants will view information and engage in conversations about how eSports and game based learning impacts student engagement, motivation and academic achievement.
Resources will be provided including links to the K20 Center's repository of educational games, information regarding eSports scholarships, and connections between eSports and careers.

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Supporting research

Cho, A., Tsaasan, A., & Steinkuehler, C. (2019, August 01). The building blocks of an educational ESPORTS League: Lessons from year one in orange County high schools. https://dl.acm.org/doi/10.1145/3337722.3337738

Davis, C. (2020, November 18). How to start a high school esports team & benefit your school. https://www.viewsonic.com/library/education/how-to-start-high-school-esports-team/

Duggan, M. (2020, May 30). Which Americans play video games and who identifies as a "gamer". https://www.pewresearch.org/internet/2015/12/15/who-plays-video-games-and-identifies-as-a-gamer/

Larmond, A. (2020, August 01). Eduporium weekly: Esports in education. https://www.eduporium.com/blog/eduporium-weekly-esports-in-education/

Rothwell G, Shaffer M. eSports in K-12 and Post-Secondary Schools. Education Sciences. 2019; 9(2):105. https://doi.org/10.3390/educsci9020105

Top esports scholarships for gamers in 2021. (2021, January 08). https://scholarships360.org/scholarships/esports-scholarships-for-gamers/

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Session specifications

Topic:
Games for learning & gamification
Skill level:
Beginner
Audience:
Library media specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Device should be able to read QR codes.
Subject area:
STEM/STEAM
ISTE Standards:
For Students:
Digital Citizen
  • Students engage in positive, safe, legal and ethical behavior when using technology, including social interactions online or when using networked devices.
Knowledge Constructor
  • Students curate information from digital resources using a variety of tools and methods to create collections of artifacts that demonstrate meaningful connections or conclusions.
Global Collaborator
  • Students use collaborative technologies to work with others, including peers, experts or community members, to examine issues and problems from multiple viewpoints.