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Esports: It's Elementary- Bringing Esports to K-8

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Colorado Convention Center, Bluebird Ballroom Lobby, Table 24

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Presenters

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Instructional Technology Coordinator
Loomis Union School District
@TheaBeea
Thea Patrick is the Instructional Technology Coordinator for Loomis Union School District, outside of Sacramento, California. She has been an educator for 20+ years - serving the last half of her career in the Ed Tech world where she's enjoyed supporting teachers and students! Thea is a former CAP CUE Board Member, National Board Certified Teacher, and is currently in the NASEF Scholar Fellows program.

Session description

Explore the exciting world of K-8 Esports in this informative session. Learn how to introduce esports to young students, fostering teamwork, skill development, and a love for gaming while ensuring a balanced educational experience, and creating an inclusive environment for students who may not always feel connected to school.

Purpose & objective

The purpose of this session is to explore K-8 Esports programs as a powerful vehicle for fostering Social and Emotional Learning (SEL) and promoting inclusivity within the school environment. Participants will gain insights into how Esports can enhance students' emotional intelligence, teamwork, and empathy while creating an inclusive space for all.

In this session, participants will gain valuable insights into replicating an offline Esports program in a K-8 setting that is not only affordable but also sustainable. Our objectives include equipping participants with the knowledge and resources to establish offline (no internet connection needed) Esports initiatives, ensuring compliance with COPPA regulations for students under 13. This approach makes Esports accessible to a wider range of schools and students while prioritizing data security and privacy. We will explore cost-effective strategies, equipment choices, and curriculum development methods to ensure the program's sustainability, empowering educators to create enduring, engaging Esports experiences for their K-8 students.

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Outline

I. Why Esports for Elementary (15 minutes)
- Discuss the rationale for introducing Esports in elementary education.
- Highlight the benefits of Esports in fostering SEL and inclusivity.

II. Our Program (30 minutes)
- Present a detailed overview of a successful K-8 Esports program. This will include video of various events, student interviews, etc.
- Share insights, experiences, and lessons learned from implementing SEL-focused Esports initiatives.
- Student participant(s) will share their perspective on our program.

III. Additional Resources (20 minutes)
- Provide a comprehensive list of resources, tools, and curriculum materials.
- Offer recommendations for further reading and professional development.
- Provide printed materials with resources participants can take and implement at their schools.

IV. Questions and Discussion (25 minutes)
- Open the floor for questions, comments, and discussions.
- Encourage participants to share their thoughts and experiences.
- Encourage participants to ask questions of our student(s)

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Supporting research

UC Irvine: Esports research fininding - attendance increases, brain function is increasing, physicality, GPA requirements, scholarship teams, arena play and shoutcasting https://esports.uci.edu/

Constance Steinkuehler - US Irvine Esorts Prof. https://connectedlearning.uci.edu/team/constance-steinkuehler/

NASEF (curriculum, code of conduct, and challenges) https://www.nasef.org/learning/curriculum/

Riverside Co. Office of Ed. (Heidi Baynes, Steve Hickman, Dennis Large) RCOEE Esports Twitch https://www.twitch.tv/rcoeesports

British Esports Careers Article https://britishesports.org/news/what-types-of-esports-jobs-are-there/

Esports Misconceptions Dispelled YouTube https://www.youtube.com/watch?v=ZUIuIv0MNqE&feature=youtu.be&ab_channel=K-12Blueprint

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Session specifications

Topic:
Esports
Grade level:
3-5
Skill level:
Beginner
Audience:
Curriculum/district specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices not needed
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
For Students:
Empowered Learner
  • Students articulate and set personal learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process itself to improve learning outcomes.
Digital Citizen
  • Students engage in positive, safe, legal and ethical behavior when using technology, including social interactions online or when using networked devices.