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The Benefits of Academic Esports

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Colorado Convention Center, Bluebird Ballroom Lobby, Table 10

Poster presentation
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Presenters

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VP of Esports
Mastery Coding
Rich Conti has been developing many different educational esports curricula for nearly four years. He's had a passion for competitive gaming and game development all his life, and built and competed in his own collegiate esports team. His passion lies in helping students grow their life skills through esports and making more people aware of the career pathways that are available in the rapidly growing space.

Session description

The paper "The Benefits of Academic Esports" explores the educational potential of esports, highlighting its global reach and academic benefits, debunking misconceptions, and emphasizing Game-Based Learning. It underscores the rise of academic esports programs, offering structured approaches to support students' success.

Framework

This research paper embodies a multi-faceted perspective and theoretical framework that encompasses various educational, psychological, and sociocultural dimensions. It draws from the fields of education, psychology, and technology integration to build its argument.

Educational Perspective: The paper adopts an educational perspective by focusing on the benefits of esports and Game-Based Learning (GBL) in K-12 education. It emphasizes their potential to enhance student engagement, skill development, and academic achievement. This perspective aligns with the educational theory that posits that active and experiential learning can be more effective than passive methods.

Psychological Perspective: The paper incorporates a psychological perspective by discussing the cognitive and socio-emotional benefits of esports and GBL. It refers to studies on improved problem-solving skills, self-confidence, and the development of a "flow state" during gameplay. This aligns with theories of cognitive psychology and positive psychology that explore learning, motivation, and well-being.

Sociocultural Perspective: The research paper embraces a sociocultural perspective by highlighting the role of esports in creating a sense of community, fostering inclusivity, and promoting collaboration among students. It acknowledges the importance of social contexts in learning and how esports can be a platform for students to build their communities. This perspective resonates with sociocultural learning theories, which emphasize the influence of social interactions on learning.

Technology Integration Framework: The paper also aligns with a technology integration framework as it advocates for the incorporation of esports and GBL into the educational landscape. It addresses the evolving role of technology in education, emphasizing how esports can serve as a bridge between traditional education and digital-age learning. This perspective resonates with theories of technology-enhanced learning and digital transformation in education.

In summary, this research paper embodies a diverse and comprehensive theoretical framework that draws from educational, psychological, sociocultural, and technological perspectives. It synthesizes these perspectives to make a compelling case for the integration of esports and GBL in K-12 education.

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Methods

The research outlined in this paper is primarily a review and synthesis of existing literature and data sources. It does not describe original empirical research with specific methodologies or data collection processes. Instead, it compiles information from various academic sources, industry reports, and studies conducted by scholars around the world.

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Results

The paper does not present specific experimental or survey-based results since it is primarily a literature review and synthesis of existing research. Instead, it compiles and discusses findings from various sources to support its argument regarding the benefits of academic esports.

The paper highlights several key points based on the available research and industry data:

Benefits of Academic Esports: It discusses how esports can impart skills such as teamwork, communication, strategic thinking, sportsmanship, leadership, and more to students, similar to traditional sports. It also emphasizes cognitive and social benefits, including improved hand-eye coordination, enhanced attention, and elevated problem-solving skills.

Esports Industry Growth: The paper presents data on the rapid growth of the esports industry, both globally and in the United States. It mentions revenue figures, the involvement of major tech companies, and the increasing number of colleges offering esports scholarship programs.

Esports in Education: It discusses the integration of esports into educational settings, highlighting its potential to engage students and offer pathways to careers in fields like coding, game development, marketing, and more.

Inclusivity and Diversity: The paper underscores how esports can create a sense of community and inclusivity, engaging students from diverse backgrounds and abilities.

While the paper effectively synthesizes and presents these key points, it does not provide original research findings or experimental results. Instead, it relies on existing research to make its case for the benefits of academic esports.

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Importance

This paper holds significant educational and scientific importance in several ways:

Educational Significance:

Advancing Educational Practices: The paper sheds light on the potential benefits of integrating esports into K-12 education. It emphasizes how esports can develop critical skills in students, including teamwork, problem-solving, and digital literacy. This information can guide educators and institutions in enhancing their teaching methods and curricula.

STEM Education: By highlighting the link between esports and STEM (Science, Technology, Engineering, and Mathematics) education, the paper underscores the role of esports in promoting STEM skills among students. This is particularly valuable in a world where STEM-related careers are in high demand.

Inclusivity and Diversity: The paper emphasizes how esports can be inclusive and appeal to a wide range of students, potentially reducing disparities in engagement and interest in education. This is crucial for promoting equitable learning opportunities.

Scientific Significance:

Synthesis of Existing Research: While not presenting original research, the paper consolidates findings from various scholarly sources and industry reports. This synthesis provides a comprehensive overview of the state of academic esports, making it a valuable resource for researchers and practitioners in the field.

Global Perspective: The paper draws from research conducted by scholars from around the world, offering a global perspective on the topic. This international dimension adds depth and breadth to the understanding of academic esports.

Esports Industry Insights: By incorporating industry data, the paper provides insights into the rapid growth and economic significance of the esports industry. This can inform researchers and educators about the evolving landscape of esports and its potential impact on education.

For ISTE (International Society for Technology in Education) attendees, this study offers valuable insights and takeaways:

Educators: Educators can explore how esports can be leveraged to enhance student engagement, develop 21st-century skills, and promote STEM education. It provides a framework for integrating esports into their teaching practices.

Administrators: School administrators can gain an understanding of the educational and economic opportunities associated with academic esports. This knowledge can inform decisions about curriculum development, resource allocation, and extracurricular activities.

In summary, this paper contributes to the growing body of knowledge on the intersection of esports and education. Its educational and scientific significance lies in its potential to inform and inspire educators and administrators, ultimately benefiting students and the field of educational technology.

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References

Adachi, Paul and Teena Willoughby. “More Than Just Fun and Games: The Longitudinal Relationships Between
Strategic Video Games, Self-Reported Problem-Solving Skills, and Academic Grades.” Journal of Youth
and Adolescence 42 (2013): 1041–1052. More Than Just Fun and Games: The Longitudinal Relationships
Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades |
SpringerLink.
American Journal of Play. “The Rise of Massive Multiplayer, Online Games, ESports, and Game Live Streaming:
An Interview with T. L. Taylor.” American Journal of Play. 2020. AJP-12-2-Article-1-Multiplayer.pdf
(journalofplay.org).
Annetta, Leonard, et al. “Investigating Science Interest in a Game-Based Learning Project,” Journal of Computers
in Mathematics and Science Teaching 33 no. 4 (2014): 381–407. Waynesville, NC USA: Association for the
Advancement of Computing in Education (AACE).
Barroso, Ivan. “The Relation Between Gamers Audiences and Gaming Industry Workforce.” International Journal
of Film and Media Arts 5 no. 1 (2020): 6–12. The relation between gamers audiences and gaming industry
workforce | International Journal of Film and Media Arts (ulusofona.pt).
Bonner, Desmond. “A Game-Based Learning Approach to Increase Female Participation in Science, Technology,
Engineering, and Mathematics Fields,” Iowa State University, 2015.
Duge, Constantin. “Olympic Virtual Series: Premiere for eSports at the 2021 Olympics,” ISPO, 2021. Olympic
Virtual Series: Premiere for eSports Games at the 2021 Olympics (ispo.com).
Fakazlı, Ahmed. “The Effect of Covid-19 Pandemic on Digital Games and eSports.” International Journal of Sport
Culture and Science 8 (2020): 335–344. 1208099 (dergipark.org.tr).
Gentile, Douglas A. and J. Ronald Gentile. “Violent Video Games as Exemplary Teachers: A Conceptual Analysis.”
Journal of Youth and Adolescence 37 (2008): 127–141. Violent Video Games as Exemplary Teachers: A
Conceptual Analysis | SpringerLink.
Higher Education Video Game Alliance. “Employment in the Video Games Industry.” 2009. Employment in the
Video Games Industry – HEVGA.
Huizenga, J., W. Admiraal, S. Akkerman, and G. T. Dam. “Mobile Game-Based Learning in Secondary Education:
Engagement, Motivation and Learning in a Mobile City Game.” Journal of Computer Assisted Learning
25 (2009): 332–344. Mobile game‐based learning in secondary education: engagement, motivation and
learning in a mobile city game - Huizenga - 2009 - Journal of Computer Assisted Learning - Wiley Online
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Kauweloa, Nyle Sky, and Jenifer Sunrise Winter. “Taking College eSports Seriously.” Loading: The Journal of the
Canadian Game Studies Association 12, no. 20 (2019): 35–50.
© Mastery Coding - All Rights Reserved
Lee, Je Seok, Minerva Wu, Diana Lee, Lee Fleming, Lindsay Ruben, Tom Turner, Kevin Brown, and Constance
Steinkuehler. “Designing an Interest-Based Integrated Curriculum Around eSports.” International Journal
of Designs for Learning 11, no. 3 (2020): 78–95. EJ1274670.pdf (ed.gov).
Marcora, Samuele and Mustafa Sarkar (Eds). “Sport and the Brain: The Science of Preparing, Enduring and
Winning, Part C.” Progress in Brain Research 240 (2018): 2–370. Progress in Brain Research | Sport and the
Brain: The Science of Preparing, Enduring and Winning, Part C | ScienceDirect.com by Elsevier.
Mihaly, Csikszentmihalyi. “Flow: The Psychology of Optimal Experience,” Internet Archive, 1990. 71. Flow: the
psychology of optimal experience: Csikszentmihalyi, Mihaly: Free Download, Borrow, and Streaming:
Internet Archive.
Niemeyer, Dodie J. and Hannah R. Gerber. “Maker Culture and Minecraft: Implications for the Future of
Learning.” Educational Media International 52 no. 3 (2015): 216–226. Maker culture and Minecraft:
implications for the future of learning: Educational Media International: Vol 52, No 3 (tandfonline.com).
Nickels, Colin. “Makerspaces, Training, and Engagement: Game-Based Learning Compendium.” (2016).
Makerspaces, Training, and Engagement | Game-Based Learning Compendium (csu.edu.au).
Photographs sourced from https://unsplash.com/s/photos/esport and https://www.pexels.com/photo/awoman-playing-league-of-legends-7915357/.
Pierce, John. “Collegiate Esports: Much More Than a Game,” Global Sport Matters, April 8, 2021. Collegiate
Esports: Much More Than A Game - Global Sport Matters.
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50 no. 4 (2015): 258–283, DOI: 10.1080/00461520.2015.1122533.
Relyea, Linda “Psychology Students Research Players’ Flow During Video Gaming.” Adams State University. (2019,
July 11). https://www.adams.edu/news/video-game-flow-research/.
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Sciences. 9, no. 2 (2019): 105. Education Sciences | Free Full-Text | eSports in K–12 and Post-Secondary
Schools (mdpi.com).
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Zagal, José Pablo. Ludoliteracy: Defining, Understanding, and Supporting Games Education. ETC Press, 2010.

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Session specifications

Topic:
Esports
Grade level:
6-12
Audience:
Chief technology officers/superintendents/school board members, Curriculum/district specialists, Principals/head 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:
https://www.masterycoding.com/esports/academic-esports-whitepaper
Subject area:
Career and technical education, STEM/STEAM
ISTE Standards:
For Coaches:
Change Agent
  • Connect leaders, educators, instructional support, technical support, domain experts and solution providers to maximize the potential of technology for learning.
Digital Citizen Advocate
  • Inspire and encourage educators and students to use technology for civic engagement and to address challenges to improve their communities.
For Education Leaders:
Empowering Leader
  • Inspire a culture of innovation and collaboration that allows the time and space to explore and experiment with digital tools.
Disclosure:
The submitter of this session has been supported by a company whose product is being included in the session