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Esports, It's not just Gaming

,
Colorado Convention Center, 605

Listen and learn: Edtalk
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Presenters

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Program Development Director
Learn2Esports - Gameplan
@jdogmav
@jdogmav
Julie is an international speaker and presenter, serves on esports advisory boards, is the President of the CA Esports Association, the 2022 NAECAD Esports Director of the Year, a 2023 Managerial Excellence in Education - Finalist, and the 2024 the*gameHERs Guardian of the Year. Julie's passion is helping districts across the US create esports programs that fit their student populations. She has written diverse and inclusive esports curriculum aligned with CTE pathways, is a Women in Games and Women in Games International Mentor, and is the Esports League Director for Cleverlike Studios, Inc., and Ambassador for Gameplan and Drone Legends.

Session description

Esports incorporates so much more than playing video games. Esports integrates design, shout casting, broadcasting, event planning, and more, providing college and career-ready skills. To create an inclusive and engaging esports program, we'll develop a matrix utilizing existing site & district resources, CTE classes, and linked learning pathway options.

Purpose & objective

Participants will learn how to develop their own esports program leveraging existing resources within their district and site.

We'll create a working document that will teach them how to find and connect to other schools/districts offering esports. I'll provide resources and materials and teach them how to incorporate esports into current CTE class offerings that will help them sustain a solid esports program.

We'll look at integrating Video Production, Shout Casting, Broadcasting, Marketing, Content Creation, Branding, and curriculum to grow their programs and provide more career opportunities for students.

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Outline

Esports Overview
- Creating Mentorship & Fellowship (10 mins)
- Support from Internal and External Partners (5 mins)
- Career Exploration through Esports (15 mins)
- CTE Course Integration & Pathway Creation (10 mins)
- Creation of Matrix by each attendee (15 mins)

We will create a working document or matrix to identify the needs and assets of each participant.
We'll address how to maximize student success through creating an environment of fellowship and mentorship that brings the program together from elementary through high school and beyond.
We'll work together to look at existing resources in their site or district, addressing who they need to reach out to internally and how to connect with external partners.
We'll evaluate the careers in the esports industry and how we can best prepare our students to enter college and career with the career-ready skills that can be learned through esports.
Lastly, they'll look at their existing CTE courses and plan how to integrate esports into those courses.

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Supporting research

Leagues of Learning: The Rising Tides of Esports in Education - https://webobjects2.cdw.com/is/content/CDW/cdw/on-domain-cdw/brands/intel/intel-and-the-rising-tide-of-esports-in-education.pdf

Tournament Tech Puts Esports Program in a New League - https://www.cdw.com/content/cdw/en/articles/digitalworkspace/tournament-tech-puts-esports-program-in-a-new-league.html

https://drive.google.com/drive/u/0/my-drive

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Session specifications

Topic:
Esports
Grade level:
PK-12
Skill level:
Beginner
Audience:
Chief technology officers/superintendents/school board members, Curriculum/district specialists, Teachers
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:
Each participant will receive a paper matrix; however, some may wish to use the digital version to complete their work for easy sharing and storage.
Subject area:
Career and technical education, STEM/STEAM
ISTE Standards:
For Educators:
Citizen
  • Create experiences for learners to make positive, socially responsible contributions and exhibit empathetic behavior online that build relationships and community.
Collaborator
  • Collaborate and co-learn with students to discover and use new digital resources and diagnose and troubleshoot technology issues.
  • Use collaborative tools to expand students' authentic, real-world learning experiences by engaging virtually with experts, teams and students, locally and globally.