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Making the Team : An Esports Story

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Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 31

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Presenters

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CTE Coordinator and Teacher
Howdy! I teach Media Arts and Engineering at Crosstown High in Memphis, Tennessee where I also serve as the CTE Coordinator, yearbook advisor, and esports coach. Before I came to Crosstown I taught art, computer science, robotics, STEM lab, engineering, graphic design, game design, and more in grades K-12. I hold a BFA in Art from UT Arlington and studied Visual Communication at the graduate level at Texas A&M Commerce. I'm excited to speak for the third year at ISTE!

Session description

Hear about the journey of one esports team over a school year. There's a new coach in town and they're set to rebuild the program from the ground up. Hear the victories, failures, missteps and triumphs in an honest reflection of the adventure in this case study.

Purpose & objective

The purpose of my presentation is to educate current and future esports coaches on the realities of building a team. To share everything, the good and bad, so others can learn from the journey. The process is shared through anecdotes, video from the year, statistical analysis, student interviews, and other relevant documentation. Supporting research that guided decisions for our team will also be referenced. Participants will leave with knowledge and resources that will help build or expand their own esports teams.

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Outline

5 minutes - Who am I and why am I here?
5 minutes- Why esports at all? The hard data that supports esports in school.
10 minutes - Getting started at Crosstown High
20 minutes - Now here's what really happened! Videos and documentation of our journey
10 minutes - Where did we end up? The outcome and wrap up with resources
10 minutes- Q&A

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Supporting research

Annetta, Leonard A., et al. "Investigating the Impact of Video Games on High School Students’ " Computers and Education, vol. 53, no. 1, 2009, pp. 74-85.

Annetta, Leonard, et al. "Bridging Realty to Virtual Reality: Investigating Gender Effect and Student Engagement on Learning through Video Game Play in an Elementary School Classroom." International Journal of Science Education, vol. 31, no. 8, 2009, pp. 1091-1113,

Vogel, Jennifer. Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis. vol. 34, Baywood Pub Co, Amityville, NY :, 2006,

Ash, J. (2012). Technology, technicity, and emerging practices of temporal sensitivity in videogames. Environment and Planning A, 44, 187–203. doi:10.1068/a44171

Freeman, G., & Wohn, D. Y. (2017a). eSports as an emerging research context at CHI: Diverse perspectives on definitions. Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA’17), 1601–1608

Gommesen, N. J. (2012). The affective audience in professional e-sport (Master’s thesis). Roskilde University.

Kim, S. J. (2017). Gender inequality in eSports participation: Examining League of Legends (Master’s thesis). University of Texas, Austin

Seo, Y., & Jung, S.-U. (2014). Beyond solitary play in computer games: The Social Practices of Esports. Journal of Consumer Care, 16, 635–655.

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Session specifications

Topic:
Esports
Grade level:
6-12
Skill level:
Beginner
Audience:
Principals/head teachers, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices not needed
Subject area:
Career and technical education, Computer science
ISTE Standards:
For Educators:
Learner
  • Set professional learning goals to explore and apply pedagogical approaches made possible by technology and reflect on their effectiveness.
Citizen
  • Create experiences for learners to make positive, socially responsible contributions and exhibit empathetic behavior online that build relationships and community.
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.