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Press B to Belong: Creating Inclusive Esports Programs in School Communities

,
Colorado Convention Center, 708/10/12

Listen and learn: Edtalk
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Presenters

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Senior Lecturer
The University of Melbourne
@hattdesigns
Dr. Matthew Harrison is an experienced teacher, researcher and digital creator with a keen passion for utilising technology to enhance social capacity building, belonging and inclusion in education. He has taught in Australia, South Korea and the United Kingdom. Matthew is currently a member of the Learning Intervention team, and is the Director of Professional and Continuing Education (PACE) at the University of Melbourne Facility of Education. He was awarded the Dyason Fellowship in 2020, and both the GEM Scott Teaching Fellowship and the International Society for Technology in Education 'Making IT Happen' award in 2023.
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Researcher
University of Melbourne
@jessrowlings
Jess Rowlings is a qualified speech pathologist and co-founder/CEO of Next Level Collaboration, a social enterprise that runs strength-based programs to support collaborative skill development and social connection through cooperative video games. Jess is also a researcher at the University of Melbourne, specialising in the design and analysis of video game-based intervention to build social capacity. Jess’ work is informed by her lived experience of receiving autism and ADHD diagnoses as an adult as well as her lifelong love of games, and she is passionate about the use of digital games-based learning to promote inclusion and belonging.

Session description

Inclusive education has become a focus for many communities, with schools needing to create the conditions so all students feel like they belong. This EdTalk shares innovate research into the strategies and supports that teachers are using to create inclusive esports programs for students from historically marginalised communities.

Purpose & objective

Esports has become a global cultural phenomenon. Transcending the dated stereotypes of who ‘counts’ as a real gamer and a narrow understand of why people play video games, the field of esports encompass many diverse communities playing many different types of games. Reflecting this shift in understanding, educators, coaches and school leaders are increasingly looking for ways to harness the cultural power of esports as a means for developing more inclusive and cohesive school communities. Unfortunately, there has been very little research into the components of a truly inclusive esports club so educators and school leaders have largely been left to experiment through a process of trial and error.

The purpose of this EdTalk is to share with the audience cutting edge research about the importance of creating inclusive esports programs in our school communities, and the specific supports and strategies that can be used by program facilitators (teachers, teaching assistants and coaches) to remove barrier to participant for students from historically marginalised communities. To help guide program facilitators, the audience for this EdTalk will be introduced to the 'Everyone can Play' inclusive esports framework developed through research conducted with innovative esports programs in Australia and the University of Melbourne.

At the end of this session, participants will be able to identify enablers and barriers for different groups of students to participate in school-based esports programs, be able to contextualise a number of research-informed strategies and supports to make their esports programs more inclusive, and be able to use the Everyone can Play inclusive esports framework to guide future planning for their school community.

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Outline

In line with the three overarching objectives of our EdTalk, this 60 minute session will consist of three 12 minute mini-presentations, each followed by a 8 minute micro-activity that will ask participates to reflect on the presentation and apply their learning to their context.

1. Mini-presentation 1: Why is esports an important space for creating inclusive school communities? (12 minutes)
*Content:
a. Research around who plays games and how social play can develop positive mental health, a sense of identity and belonging.
b. A quick overview of the identified enablers and barriers in engaging with esports that may be experienced by students who are from low socio-economic communities, female or gender diverse, neurodivergent, have a physical disability or are from regional or rural backgrounds.

2. Micro-activity 1: Guided reflection on enablers and barriers in your school for one of these populations using Padlet (8 minutes)
*Each participant in the EdTalk will be asked to choose which population they would like to focus for this activity, and then be guided through two prompts to consider the enablers and barriers for this group of students in their local context.

3. Mini-presentation 2: Strategies and supports for including everyone in your esports community
*Content
a. Two 'Tier 1' universal strategies and supports are introduced that have been co-designed with teachers and students that can be introduced in every esports program to remove barriers experiences by students with a range of needs.
b. Two targeted supports are then shared that address the specific needs of students who are neurodivergent and students who have a physical disability that will remove barriers to them fully engaging in the esports program.

4. Micro-activity 2: Reflecting on implementing Tier 1 strategies and supports in your context using Padlet (8 minutes)
*Each participant will be asked to consider what each of the Tier 1 strategies would look like in their esports program, being guided through a number of possibilities and questions about contextual fit for their school community.

5. Mini-presentation 3: Introducing the 'Everyone can Play' inclusive esports framework (12 minutes)
*Content
a. Participants are guided through the six key components identified as being key to creating an inclusive esports program, with examples of each indicator being shared to illustrate what this might look like in their school communities.

6. Micro-activity 3 and plenary: Applying the framework to your school esports program (8 minutes)
*In concluding this session, participants will be provided with a QR code linked to a digital copy of the 'Everyone can Play' framework. They will be asked to consider each of the six components required for inclusion and to asses whether their school community has 'Fully achieved this/Working on it/Not yet' using a traffic light system. From this review, participants will be asked identify one indicator of inclusive from the list provided in the framework to focus on when they return to their school esports programs (or when they begin their school esports programs if they haven't yet started).

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Supporting research

"The building blocks of an educational esports league: lessons from year one in orange county high schools" - important research by Cho, Tsaasan & Steinkuehler (2019) into the opportunities presented by esports for building a sense of community and belonging.

"The impact of esports participation on the development of 21st century skills in youth: A systematic review" - a systematic review by Zhong, Guo, Su and Chu (2022) that highlights the evidence around socio-emotional learning that can occur through esports when the right supports and strategies are put into place by facilitators.

"Using Video Games to Level Up Collaboration" - the best selling book by Dr. Matthew Harrison about creating inclusive gaming groups in schools.
*Link: https://www.routledge.com/Using-Video-Games-to-Level-Up-Collaboration-for-Students-A-Fun-Practical/Harrison/p/book/9780367458829

"I love video games – but they don’t always love me back" - an award-winning article by Jess Rowlings about the barriers to inclusion when identifying as a female gamer.
*Link: https://www.whynot.org.au/tech/i-love-video-games-but-they-dont-always-love-me-back

"Gaming 101: What you need to know about autism and gaming" - a guide written by Jess Rowlings and Matthew Harrison for Amaze, the largest autism advocacy group in Australia.
*Link: https://www.amaze.org.au/wp-content/uploads/2023/03/Amaze-Gaming-101.pdf

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Session specifications

Topic:
Equity and inclusion
Grade level:
6-12
Skill level:
Beginner
Audience:
Coaches, Curriculum/district specialists, Teachers
Attendee devices:
Devices required
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Windows, Android, iOS
ISTE Standards:
For Education Leaders:
Equity and Citizenship Advocate
  • Ensure all students have access to the technology and connectivity necessary to participate in authentic and engaging learning opportunities.
For Educators:
Leader
  • Advocate for equitable access to educational technology, digital content and learning opportunities to meet the diverse needs of all students.
Citizen
  • Create experiences for learners to make positive, socially responsible contributions and exhibit empathetic behavior online that build relationships and community.