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Esports and Student Agency: A Design For Success

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Grand Hyatt - Bowie ABC

Innovator Talk
ISTELive Content
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Session description

In this session, explore how eSports can be a catalyst for student agency. Discover strategies for fostering student-led teams, promoting decision-making skills, and leveraging eSports to empower students in their learning journey using common games like Mario Kart, Super Smash, and Minecraft for Education.

Outline

Introduction to esports (5 Min)
- Definition
- PK-12 Use
- Collegiate
- Industry

Live Voting: how familiar are you with esports in PK-12 (via Google Smart Chip) (1 Min)

How do students take agency? Breaking it down (30 Min)

- Standard 1a: Setting goals - how outcomes are measured in several games, and relevant examples on how to track. Audience participation in some methods of tracking

- Standard 5c: Strategies and Patterns - examples of strategies and patterns for particular games, walkthrough of strategy guides created for program

- Standard 6c: collaboration and communication - examples of in-person collaboration as well as via communication tools. Streaming examples as additional reinforcement

How do you establish a program? (10 Minute)
- Equipment
- Costs
- Reuse of existing materials
Live Voting:

Relevant Data (5 Min)
- District Example
- What qualitative and quantitative data is available

Q&A (5 Min)

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Supporting research

https://www.viewsonic.com/library/education/esports-schools-good/

https://www.ecampusnews.com/teaching-learning/2023/05/17/how-our-campus-created-an-inclusive-esports-program/

https://www.researchgate.net/publication/350420473_ON_THE_USE_OF_ESPORTS_IN_EDUCATIONAL_SETTINGS_HOW_CAN_ESPORTS_SERVE_TO_INCREASE_INTEREST_IN_TRADITIONAL_SCHOOL_SUBJECTS_AND_IMPROVE_THE_ABILITY_TO_USE_21ST_CENTURY_SKILLS

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Presenters

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Director
Ysleta Independent School District
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Digital Resource & Content Specialist
Ysleta ISD

Session specifications

Topic:

Games for Learning, Gamification and Esports

TLP:

Yes

Grade level:

PK-12

Audience:

School Level Leadership, Teacher, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

Smartphone: Android, iOS, Windows
Laptop: PC, Chromebook, Mac
Tablet: Android, iOS, Windows

Subject area:

Interdisciplinary (STEM/STEAM), Technology Education

ISTE Standards:

For Students:
Empowered Learner
  • Set learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process to improve learning outcomes.
Computational Thinker
  • Break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.
Creative Communicator
  • Use digital tools to visually communicate complex ideas to others.

TLPs:

Ignite Agency