Esports: Just do it!
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Colorado Convention Center, Bluebird Ballroom Lobby, Table 17
Presenters



Session description
Purpose & objective
Participants will be able to identify essential considerations, best practices, challenges, and opportunities of starting and facilitating an esports program at their school.
Participants will learn about the benefits of esports in fostering student engagement, both academically and socially, showcasing its potential to build a sense of community within schools.
Participants will be able to illustrate how esports can contribute to technical and soft skill development among students.
Participants will be able to identify how an esports program can help students prepare for college and careers.
Participants will gain ideas for securing financial support to initiate and sustain a K-12 esports program, including equipment to purchase, key personnel needed, and resource allocation.
Outline
The presentation will include a traditional poster with basic information, as well as videos on a loop featuring student/teacher/administrator testimonials from schools where the presenters helped set up esports programs. There will be informational graphics depicting the career connections found within esports programs. As this is a poster presentation, there will be no set amount of time dedicated to any one component of the poster presentation; it will be participant driven. Presenters will be interacting 1:1 with attendees (or in small groups), answering questions they may have about starting or running an esports program.
Supporting research
Cho, A., Tsaasan, A., & Steinkuehler, C. (2019, August 01). The building blocks of an educational ESPORTS League: Lessons from year one in orange County high schools. https://dl.acm.org/doi/10.1145/3337722.3337738
Davis, C. (2020, November 18). How to start a high school esports team & benefit your school. https://www.viewsonic.com/library/education/how-to-start-high-school-esports-team/
Duggan, M. (2020, May 30). Which Americans play video games and who identifies as a "gamer". https://www.pewresearch.org/internet/2015/12/15/who-plays-video-games-and-identifies-as-a-gamer/
Larmond, A. (2020, August 01). Eduporium weekly: Esports in education. https://www.eduporium.com/blog/eduporium-weekly-esports-in-education/
Rothwell G, Shaffer M. eSports in K-12 and Post-Secondary Schools. Education Sciences. 2019; 9(2):105. https://doi.org/10.3390/educsci9020105
Session specifications
Systems Designer
- Lead teams to collaboratively establish robust infrastructure and systems needed to implement the strategic plan.
Leader
- Advocate for equitable access to educational technology, digital content and learning opportunities to meet the diverse needs of all students.
Global Collaborator
- Students contribute constructively to project teams, assuming various roles and responsibilities to work effectively toward a common goal.
Related exhibitors: | Canva for Education, Google, Inc., Rise Gardens, Seesaw Learning, VEX Robotics, Inc., zSpace, Inc., Cricut, MagicSchool AI, Vivacity Tech PBC, Qball |