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Innovating Education with Esports: A Forum for Sharing Ideas

,
Philadelphia Marriott Downtown, Franklin 1/2

Participate and share: Forum
Preregistration Required
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Presenters

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Teacher
Keyport High School
@techedupteacher
@techedupteacher
Chris Aviles is a teacher at Keyport high school in Keyport, New Jersey where he runs the renowned Red Raider Trading & Gaming program and Red Raiders esports team. He is also the founder of Garden State Esports, New Jersey's non-profit scholastic esports organization for students, run by teachers. 
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STEM Services Coordinator
Chester County Intermediate Unit
@KammasKersch
@kkersch
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. In 2022, I had the opportunity to speak on ISTE MainStage about esports. Outside of school, I teach taekwondo, collect laptop stickers, and hang out with my dogs and husband.

Session description

Join leaders from the Pennsylvania Scholastic Esports League and Garden State Esports for discussion, collaboration, and networking for all those involved in scholastics esports. Discussion will range from beginner level topics to deep dives into the impact esports is having on social emotional learning and career and technical education.

Purpose & objective

1) Leveling the playing field- Presenters will provide opening remarks explaining what esports is and a brief summary of the current landscape of scholastic esports.
2) Meeting the leadership in the room- Participants will engage in networking activities to get to know the others that are working within the scholastic esports space
3) Sharing of ideas- Participants and presenters will gather to share processes, challenges, and successes and help each other move forward

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Outline

Part 1: Introductions and opening stories - Hosts will share personal introductions as well as their brief esports stories. Attendees will go through opening activities to share their own introductions and stories. (15 minutes)

Part 2: Identifying needs - Participants will have the opportunity to voice their own needs and participate in building an affinity map with the group to identify common needs. (15 minutes)

Part 3: Creating solutions - Participants will spend the majority of the time in conversation groups around the most popular topics based on the affinity maps. Attendees will get to rotate between topics. (1 hour)

Part 4: Debriefing ideas - Participants will have time to reflect with other leaders in their geographic area, building new relationships and sharing ideas with current colleagues to identify next steps for their own teams and organizations (15 minutes)

Part 5: Wrapping up - Hosts will conclude the forum by identifying top takeaways and creating opportunities for participants to stay connected and continue the learning experience past ISTE (15 minutes)

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Supporting research

Esports Education Playbook
NASEF.org
PSELesports.org
GSEsports.org
NAECAD.org
Additional research and resources available upon request

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Session specifications

Topic:
Esports
Grade level:
PK-12
Skill level:
Beginner
Audience:
Coaches, 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:
None needed
Subject area:
Career and technical education, STEM/STEAM
ISTE Standards:
For Education Leaders:
Systems Designer
  • Ensure that resources for supporting the effective use of technology for learning are sufficient and scalable to meet future demand.
  • Establish partnerships that support the strategic vision, achieve learning priorities and improve operations.
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.