Event Information
Content & Engagement:
Quick Overview of the Program: Provide a short, clear description of DPS’ Esports Development Program, emphasizing key goals such as competitive and cooperative play, STEM/SEL connections, and student engagement.
Dual Focus: Highlight that students experience both competitive esports skills, including teamwork, strategy, and communication, as well as instructional learning in computer science, STEM, and SEL.
Impact & Examples: Share photos, quotes, or short stories of student engagement, competitions, or classroom integration to illustrate program impact.
Resources: Display QR codes or short links for lesson plans, planning guides, and the Schoology course so visitors can explore independently.
Opportunities for Collaboration: Describe ways educators or coaches can partner, mentor students, or connect across grade levels.
Audience Interaction Tactics:
Invite visitors to ask questions, share ideas, or brainstorm ways they could integrate esports in their classrooms.
Provide small handouts, sticky notes, or digital forms for attendees to jot down interest in collaboration or request follow-up resources.
Use visuals such as charts, infographics, and screenshots to quickly communicate key points without relying solely on verbal explanation.
Process:
Set up a welcoming space for attendees to explore independently or ask questions.
Encourage peer-to-peer conversation at your table if multiple visitors arrive together.
Provide QR codes for self-directed exploration of lesson plans and resources.
Guide visitors with clear “entry points” on the poster to different sections, including Overview, Impact, Resources, and Collaboration.
After this session, participants will be able to identify strategies for integrating esports and video games into classroom instruction to support STEM, social-emotional learning, and computational thinking. They will be able to design collaborative and engaging game-based activities, implement goal-setting and problem-solving frameworks with students, and connect competitive and cooperative esports experiences to curriculum objectives. Participants will also gain practical resources, including lesson plans, digital tools, and approaches to foster partnerships between elementary, middle, and high school esports programs.
Gee, J. P. (2007). What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan.
Squire, K. (2011). Video Games and Learning: Teaching and Participatory Culture in the Digital Age. Teachers College Press.
Shaffer, D. W. (2006). How Computer Games Help Children Learn. Palgrave Macmillan.
Adachi, P. J. C., & Willoughby, T. (2013). Do video games promote positive learning? Journal of Adolescent Research, 28(2), 155–165.
Website: Gaming in the Classroom Improves Teaching & Learning (https://www.brunel.ac.uk/news-and-events/news/articles/Gaming-in-the-classroom-improves-teaching-and-learning)
Website: Exploring the Benefits of Video Games in Education (https://blog.acceleratelearning.com/exploring-the-benefits-of-video-games-in-education)
Fullerton, T., & Farber, M. (2025). The Well-Read Game: On Playing Thoughtfully. The MIT Press.
Farber, M. (2021). Gaming SEL: Games as Transformational to Social and Emotional Learning. Peter Lang.
Posters in this theme: