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Esports: A Game-Changer for Student Engagement and Academic Achievement

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Poster
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Session description

This poster presents research on the integration of esports in schools, showing increased student engagement, academic achievement, and technical skill acquisition. The results reveal how esports programs foster teamwork, inclusivity, and career pathways, while at the same time promoting the development of soft skills for students in the programs.

Outline

The presentation will feature a traditional poster outlining key information about esports, including research on its impact in schools, showing increased student engagement, academic achievement, and technical skill acquisition. Testimonials from schools where presenters helped establish programs will be included, along with infographics depicting career connections in esports. The research highlights how esports fosters teamwork, inclusivity, soft skill development, and career pathways. As a participant-driven poster session, there will be no set time for each component. Presenters will engage 1:1 or in small groups, answering questions about starting or managing an esports program, as well as evidence-based benefits of esports programs in schools.

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Supporting research

Cho, A., Tsaasan, A., & Steinkuehler, C. (2019, August 01). The building blocks of an educational esports league: Lessons from year one in Orange County high schools. https://dl.acm.org/doi/10.1145/3337722.3337738

Davis, C. (2020, November 18). How to start a high school esports team & benefit your school. https://www.viewsonic.com/library/education/how-to-start-high-school-esports-team/

Duggan, M. (2020, May 30). Which Americans play video games and who identifies as a "gamer". https://www.pewresearch.org/internet/2015/12/15/who-plays-video-games-and-identifies-as-a-gamer/

Larmond, A. (2020, August 01). Eduporium weekly: Esports in education. https://www.eduporium.com/blog/eduporium-weekly-esports-in-education/

Rothwell, G., & Shaffer, M. (2019). Esports in K-12 and post-secondary schools. Education Sciences, 9(2), 105. https://doi.org/10.3390/educsci9020105

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Presenters

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Technology Integration Specialist
University of Oklahoma
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Instructional Technology Specialist
The University of Oklahoma

Session specifications

Topic:

Games for Learning, Gamification and Esports

TLP:

No

Grade level:

6-12

Audience:

District Level Leadership, School Level Leadership, Technology Coach/Trainer

Attendee devices:

Devices not needed

Subject area:

Computer Science, Other: Please specify

ISTE Standards:

For Education Leaders:
Systems Designer
  • Ensure that resources and infrastructure for supporting effective use of technology for learning are sufficient and scalable to meet future demand.
For Educators:
Leader
  • Advocate for equitable access to technology, high-quality digital content, and learning opportunities to meet the diverse needs of all students.
For Students:
Global Collaborator
  • Contribute constructively to project teams, assuming various roles and responsibilities to work effectively toward a common goal.