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Esports Livestreaming and Content Creation on a Shoestring Budget

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HBGCC - Posters, Table 29

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Session description

Dive into the next step for your Esports program: live streaming matches. Learn practical, budget-friendly solutions using Canva, OBS, Streamlabs, and other free tools to create engaging, cost-effective livestreams. Empower students to control the streaming process and showcase their great work.

Outline

1. Introduction & Overview (5 minutes)
Brief introduction to Esports in education and the importance of livestreaming in Esports programs. Explain the goals and structure of the session.
Poll the audience using a live poll tool (e.g., Mentimeter or Slido) to assess their familiarity with Esports and livestreaming.
2. Why Livestreaming Matters & Esports in Education (5 minutes)
Overview of how livestreaming benefits Esports programs (e.g., showcasing student skills, community engagement, potential career paths in content creation). Discuss real-life examples of schools using livestreaming to boost Esports.
Show short video clips of successful Esports streams from budget-constrained schools, followed by a brief open discussion on audience reactions.
3. Tools for Budget-Friendly Livestreaming (15 minutes)
Introduction to free tools Canva, OBS, and Streamlabs. Provide a demo of how each tool can be used to create high-quality livestreams and content.
Live demo of setting up a stream with audience suggestions for team logos, color schemes, or stream elements.
4. Hands-On Activity: Creating a Basic Stream Setup (20 minutes)
Guided step-by-step walkthrough of setting up an Esports livestream using OBS and Canva.
Participants work in small groups or individually (if devices are available) to build their own stream setup using provided assets or their own ideas.
6. Conclusion & Next Steps (5 minutes)
Summarize key takeaways: how to use free tools to kickstart an Esports livestream, empower students in the process, and showcase student skills. Provide additional resources for ongoing learning and practice.
Wrap up with a Q&A session where participants can ask about specific challenges they might face when implementing livestreams.

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Supporting research

https://edtechmagazine.com/k12/article/2021/10/esports-thrives-k-12-schools-reasons-other-gameplay

https://edtechmagazine.com/k12/article/2022/07/how-esports-helping-students-improve-their-grades-and-build-leadership-skills

https://donovanscience.com/2024/02/04/4cs-and-esports-authentic-learning-and-application/

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Presenters

Photo
Instructional Coach
Ames High School

Session specifications

Topic:

Games for Learning, Gamification and Esports

TLP:

No

Grade level:

6-12

Audience:

Teacher, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

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

ISTE Standards:

For Students:
Creative Communicator
  • Create original works or responsibly repurpose or remix digital resources into new creations.
  • Use digital tools to visually communicate complex ideas to others.
  • Publish or present content that customizes the message and medium for their intended audiences.

Influencer Disclosure:

This session includes a presenter that indicated a “material connection” to a brand that includes a personal, family or employment relationship, or a financial relationship. See individual speaker menu for disclosure information.