Esports and Video Games have a wide range of potential applications within education. Rather than focus in on a specific angle, this presentation will give an overview of the potential of esports and gaming as a tool for education. The goal of this presentation is to get educators thinking about the untapped potential of esports and gaming as an interest-based and student-centered approach to learning.
The presentation will unfold as follows:
Demystifying Esports and Video Games (5 min): We’ll begin with an overview of esports and video games, highlighting their mainstream appeal among teenagers and debunking common stereotypes. This foundation will help illustrate the potential of video games as an interest-based educational tool.
Inclusion and Empowerment through Gaming (15 min): We will delve into how esports can foster inclusion across various dimensions, including gender and neurodiversity. By exploring the potential of competitive esports and educational gaming clubs, we’ll demonstrate how video games can empower students and promote 21st-century skills like coding and AI. We’ll also share a personal story of empowerment through gaming, connecting it to the World Economic Forum’s Education 4.0 framework.
Benefits for Social-Emotional Learning and Mental Health (10 min): In this segment, we will discuss peer-reviewed research on the positive impact of video games, namely on social-emotional learning and mental health outcomes. We’ll also emphasize the importance of distinguishing between screen time and screen use.
Pathways to Success in the Esports Industry (5 min): We’ll explore how esports and gaming can set students up for success beyond K-12 education, touching on university scholarships and career opportunities in an industry that eclipses Hollywood, video on demand, and music streaming combined.
Getting Started and Q&A (10 min): In the final section, we’ll briefly outline how schools can implement esports and gaming initiatives, followed by a Q&A session to address any questions or concerns.
This presentation aims to provide a comprehensive understanding of the potential esports and video games hold for education, leaving attendees inspired and equipped to introduce esports into their schools.
May 2023 - 21CLBKK
Job Role Applicability:
- Any Educator
- 21st Century Skills
- Emergent Technology
- Design & Technology
- Middle School [Age 11 - 13]
- High School [Age 14 - 17]