Event Information
1. Introduction & Context (10 minutes)
Content: overview of esports in education
Rationale for using video games to teach engineering concepts
Connection to ISTE Standards and Transformative Learning Principles
Engagement: Quick poll using devices: “Which games do your students play?”
Icebreaker discussion in pairs: “What’s one STEM concept you’ve taught using a non-traditional method?”
2. Core Concepts & Pedagogical Framework (10 minutes)
Content: how games like Minecraft, Rocket League, Smash Bros, and Mario Kart support STEM learning
Overview of engineering concepts addressed: physics, logic, design, computational thinking
Engagement:
Interactive visual: Match game mechanics to STEM concepts
Small group discussion: “How could you adapt one of these games to your subject area?”
3. Classroom Implementation & Examples (15 minutes)
Content: Real classroom activities and student outcomes
Assessment rubrics and project-based learning strategies
Equity and inclusion practices
Engagement:
Case study walkthrough: Attendees analyze a student project
Peer-to-peer exchange: Share ideas for adapting activities to different grade levels or contexts
4. Hands-On Activity: Design Challenge (15 minutes)
Content: participate in a mini design challenge using a game-based scenario (e.g., build a stable structure in Minecraft or design a race strategy in Mario Kart)
Engagement:
Device-based activity or tabletop simulation
Team collaboration and quick presentations of solutions
5. Resources & Replication Strategies (5 minutes)
Content: Share downloadable resources, lesson plans, and rubrics
Tips for implementation with limited tech access
Engagement: QR code handout for accessing materials
Open Q&A for practical concerns
6. Reflection & Closing (5 minutes)
Content: Recap of key takeaways
Reconnection to ISTE Standards and TLPs
Attendees will learn how to use esports as engaging tools to teach engineering concepts in middle school. They will explore practical, game-based activities that connect STEM learning to students’ interests, and discover strategies for fostering inclusion, creativity, and computational thinking. Participants will leave with ready-to-use resources, classroom-tested examples, and a framework for integrating video games into transformative, learner-centered STEM instruction.
1.- Purdue University – Serious Gaming Center Focuses on using serious games and virtual environments to support personalized and engaging learning experiences. https://digitalpromise.org/2024/12/18/how-esports-in-classrooms-is-increasing-interest-in-stem-activities-and-encouraging-student-leadership/
2.- NYU Games for Learning Institute Dedicated to designing and evaluating educational games, especially for STEM learning in middle and high school. https://steinhardt.nyu.edu/create/research/games-learning-institute
3.- University of Georgia – Gaming for Good Project Explores how games like Game Builder Garage support STEM learning for neurodivergent students. https://research.uga.edu/news/brains-games-and-vr-frames-how-uga-researchers-are-rewriting-the-rules-of-learning/
4.- MDPI – Mainz University of Applied Sciences Research on gamification and problem-based learning in engineering education. https://www.mdpi.com/2227-7102/13/12/1223
5.- ASEE – Iron Range Engineering (Minnesota State University) Study on the effectiveness of gamified activities in engineering classrooms. https://peer.asee.org/30361.pdf
Posters in this theme: