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E-Sports at the University of Northern Colorado

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Colorado Convention Center, Bluebird Ballroom Lobby, Table 31

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Presenters

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Adjunct faculty/ High School Technology
University of Northern Colorado / DOUGCO
Hello, I am Bryan Westman. For the past decade or so, I have been an educator, teaching Visual art, Technology, Digital Production, Game Coding, Graphic Design, Robotics, Yearbook, Art History, and Engineering. In my years, I have taught every grade from K-12 and College. I teach to improve others' lives. I go to school to improve my life and my family. I wish to earn my doctorate so that I may make the education system better for future generations. I believe that an education is the best thing to improve the world for the betterment of humankind.

Session description

E-Sports at the University of Northern Colorado was an ethnography study of the universities E-Sports club. Over the course of a semester the club sport was observed from an in-person advantage of a gamer in the club. External observation of viewers watching the club play during meetings.

Purpose & objective

E-sports is a digital gaming platform where individuals play against each other or as teams against one another online. This form of sport has been around for decades but is reaching a level at which it is receiving more viewers than the Super Bowl and is sanctioned as a team sport at the high school level. At the University of Northern Colorado, E-Sports is a club sport in which students gather for night gaming. Students come together and play team sports like Super Smash Brothers, which is a Nintendo game where players fight against each other as famous characters from all of their games. Or the highly played Rocket League created by Epic Games, which is a version of soccer played in unique cars that ram a giant ball in a domed stadium. All of these games are played online and can take place at any time or location on Earth.
The UNC organization looks to bring those who consider themselves gamers together to play against each other. This is not a competition to dominate other players but to build friendships, improve gaming skills, and have fun. For this research, an ethnography study was done to explore how this organization interacts on a social, emotional, and technological level. As this is an activity that is becoming a legitimate sport, the players at the university see it as a great way to bond and improve their institutional enjoyment.
Through this ethnography research, the information gathered was used for the educational purpose of instructing at a middle school in Colorado. An E-Sports class was able to use the methods of E-sports to engage students in learning. In a class, the students were asked to program a series of video games using the program Scratch in combination with the instructional teaching model of Game-Based Learning. Students are asked to create storyboards of game design and build games with features like Start Screen and End Game screens. Scoring and sound effects are also added to this program. Students follow real-world and E-Sports methods of Betta testing to play the game, as well as students compete and play games to review each other's games. By implementing the use of game coding and then playing the same games, students are far more engaged in real-world use.

Lesson Plan Example:
Final Game

E-Sports -Spring23

Final Game
Storyboard Final Game

As a game designer, you will create a storyboard of the game you want to eventually create. The storyboard must tell the story of the game and show the player what they will be doing. Your storyboard(s) should show character appearance, scenery, and other objects like vehicles and tools that are in the game. A storyboard can have some basic Game Mechanics but should really focus on the story.
You are to draw (as best as you can) at least 2 sheets or 12 panels worth of game design for your concept. Each page should also have written explanations and descriptions to help the viewer. One page should focus only on the story, and the other should be about the characters. If you need more storyboards to tell your game idea, then please complete as many as possible.
Once done, please take a picture of your storyboard concepts and submit them in Google Classroom for a grade.

Standards: 1.6. Creative Communicator
Students communicate clearly and express themselves creatively for a variety of purposes using the platforms, tools, styles, formats, and digital media appropriate to their goals. Students:
1.6.a. choose the appropriate platforms and tools for meeting the desired objectives of their creation or communication.
1.6.b. create original works or responsibly repurpose or remix digital resources into new creations.
1.6.c. communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.
1.6.d. publish or present content that customizes the message and medium for their intended audiences.


Storyboard 1.pdf
PDF

Final Game

Objective.
As a game designer you will create a final video game that you want to code. Use the program Scratch to code your video game.
This game can be of almost any design as long as it is school-appropriate. Please make sure you use lots of coding resources to make a game that is fun to play and something people want to see. No more than two people can make a game together. Your project should showcase the skills you have learned this year.
The game needs several game mechanics to be successful. It will need a start screen, an end screen, or a game over screen. Music and sound effects should be a part of the game play. Your final game needs a score counter and some way to win or lose the game. Lastly, the game needs to be clear in its gameplay.

Rubric
1 point - The game is turned in but is missing most game mechanics.
2. Points- The game has some mechanics like movement and sound. It is not complete and is not easy to play.
3 points - The game has a start screen, end screen, scoring system, sound, and multiple sprites in use.
4. Points- A high level of game mechanics with multiple variables is needed to make the game successful. Multiple music or sound effects, as well as different win-or loses screens.

Standards: 1.6. Creative Communicator
Students communicate clearly and express themselves creatively for a variety of purposes using the platforms, tools, styles, formats, and digital media appropriate to their goals. Students:
1.6.a. choose the appropriate platforms and tools for meeting the desired objectives of their creation or communication.
1.6.b. create original works or responsibly repurpose or remix digital resources into new creations.
1.6.c. communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.
1.6.d. publish or present content that customizes the message and medium for their intended audiences.

Final Game Walk Through

You have created a video game of your own design. Now it's time to help the testers and those who may play your game. Design a Game Walk-through for people to use to help them play your game. You can use any program you like to make your document. Examples are Microsoft Word, Google Docs, Canva, PowerPoint, etc.
Your document should be at least one page written, Calibri 11, Ariel 12, or Times New Roman 12, and single space are the required writing formats. The walk-through should have pictures of the game, but this will increase the number of pages to more than one. Make sure your name and the game's name are on the document.

Rubric Points
1- Less than a page of information.
2- One page of information but no pictures of gameplay. Or. Less than one page of information with pictures of the game.
3-One page of information and pictures of the gameplay that makes more than one-page packet.
4- More than one page of information and several pictures of the game to make a packet.

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Outline

Poster Presentation
The poster will have information related to the ethnography study completed at the University of Northern Colorado. Those who wish to discuss the pros and cons or chat about the research on E-Sports will be able to talk with the presenter. The Poster will also have information from the research as well as a QR code with E-Sports classroom lesson plans.

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Supporting research

References

Adeniran, A. O. (2019). Application of Likert scale’s type and Cronbach’s alpha analysis in an airport perception study. Scholar Journal of Applied Sciences and Research, 2(4), 1-5.
Adipat, S., Laksana, K., Busayanon, K., Asawasowan, A., & Adipat, B. (2021). Engaging Students in the Learning Process with Game-Based Learning: The Fundamental Concepts. International Journal of Technology in Education, 4(3), 542-552.
Ali, L., Phung, Q., Roepke, R., & Schroeder, U. (2022). A Digital Educational Game for Practicing OER. International Association for Development of the Information Society.
Alkan, A., & Mertol, H. (2019). Teacher Candidates' State of Using Digital Educational Games. International Journal of Evaluation and Research in Education, 8(2), 344-350.
de Carvalho, C. F. G., Coutinho, R. F., de Araujo Lima, I. D., de Leon, C. G. P., Ribeiro, L. M., Vieira, G. B., ... & dos Santos, S. R. (2018). Evaluation of board game about immunopreventable diseases for higher education in health course. Creative Education, 9(05), 646.
Denham, A. R., Mayben, R., & Boman, T. (2016). Integrating game-based learning initiative: Increasing the usage of game-based learning within K-12 classrooms through professional learning groups. TechTrends, 60, 70-76.
Dimitra, K., Konstantinos, K., Christina, Z., & Katerina, T. (2020). Types of Game-Based Learning in Education: A Brief State of the Art and the Implementation in Greece. European Educational Researcher, 3(2), 87-100.
Duncan, K. J. (2020). Examining the effects of immersive game-based learning on student engagement and the development of collaboration, communication, creativity and critical thinking. TechTrends, 64(3), 514-524.
Haniah, A. U., & Setyaningsih, E. (2021). Students' Perception on the Implementation of Online Project-Based Learning in Teaching 4Cs. Indonesian Journal of English Language Teaching and Applied Linguistics, 6(1), 123-140.
Hilliard, A., & Kargbo, H. F. (2017). Educationally Game-Based Learning Encourages Learners to Be Actively Engaged in Their Own Learning. International Journal of education and Practice, 5(4), 45-60.
Kucher, T. (2021). Principles and Best Practices of Designing Digital Game-Based Learning Environments. International Journal of Technology in Education and Science, 5(2), 213-223.
Rubleske, J., Fletcher, T., & Westerfeld, B. (2020). E-Sports Analytics: A Primer and Resource for Student Research Projects and Lesson Plans. Journal of Instructional Pedagogies, 23.
Thangjai, N., & Worapun, W. (2022). Developing Inquiry Learning Characteristics of Grade 7 Students Using Integrated 5E's of Inquiry-Based Learning and Game-Based Learning. Journal of Educational Issues, 8(1), 137-150.
Watson, W., & Yang, S. (2016). Games in schools: Teachers’ perceptions of barriers to game-based learning. Journal of Interactive Learning Research, 27(2), 153-170.

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Session specifications

Topic:
Esports
Grade level:
Community college/university
Skill level:
Beginner
Audience:
Coaches, Teachers, Teacher education/higher ed faculty
Attendee devices:
Devices not needed
Participant accounts, software and other materials:
Poster board stand or easel for presenting poster board.
Subject area:
STEM/STEAM
ISTE Standards:
For Students:
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
  • Students select and use digital tools to plan and manage a design process that considers design constraints and calculated risks.
  • Students develop, test and refine prototypes as part of a cyclical design process.