eSports - Curriculum and Learning
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Free Esports Curriculum Contains Full Lesson Plans

Free Esports Curriculum Contains Full Lesson Plans | eSports - Curriculum and Learning | Scoop.it
An esports league has launched a free high school curriculum to help teachers use gaming to boost student learning. "Gaming Concepts" from the High School Esports League (HSEL), was written as turnkey curriculum "that almost anyone with even rudimentary computer skills could teach," according to authors Kristy Custer and Michael Russell. The project was supported by Microsoft.

The content covers learning standards in areas such as careers in gaming, maintaining healthy practices, self-management and interpersonal communications, as well as an overview of esports gaming and complete lesson plans.
Kim Flintoff's insight:
An esports league has launched a free high school curriculum to help teachers use gaming to boost student learning. "Gaming Concepts" from the High School Esports League (HSEL), was written as turnkey curriculum "that almost anyone with even rudimentary computer skills could teach," according to authors Kristy Custer and Michael Russell. The project was supported by Microsoft. 

The content covers learning standards in areas such as careers in gaming, maintaining healthy practices, self-management and interpersonal communications, as well as an overview of esports gaming and complete lesson plans. downloadable PDF file on the HSEL website.
Mr.G @eduGOOGdroid's curator insight, October 2, 2022 4:39 PM
I am highly interested in this article. The High School Esports League (HSEL) launched a free high school curriculum to help teachers use gaming to boost student learning. "Gaming Concepts" was written as a curriculum "that almost anyone with even rudimentary computer skills could teach," according to authors Kristy Custer and Michael Russell. The content covers learning standards in areas such as careers in gaming, maintaining healthy practices, self-management and interpersonal communications, as well as an overview of esports gaming and complete lesson plans.
eSports - Curriculum and Learning
High schools are creating esports programs to engage students, build school culture and promote career and college readiness.  This collection of resources is being used to support School Innovation projects in WA.
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Murdoch University to build esports hub on new Perth campus

Murdoch University to build esports hub on new Perth campus | eSports - Curriculum and Learning | Scoop.it
Murdoch University has secured AU $360 million in funding to build a new vertical campus that will include an esports hub and pro-level stadium.
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Equipping Collegiate Esports Spaces

Equipping Collegiate Esports Spaces | eSports - Curriculum and Learning | Scoop.it
By some estimates, the global esports market exceeded $1 billion last year, up more than 25 percent from the year before, and the global audience for esports reached nearly half a billion people. More than 200 colleges and universities belong to the National Association of Collegiate Esports. Among them, they offer more than $16 million a year in esports scholarships. This spring, Ohio's University of Akron, which runs collegiate varsity teams for video games such as League of Legends, Overwatch and Rainbow Six Siege, will offer its first "Introduction to Esports" three-credit course.

Everywhere you look, especially on college campuses, esports is a fast-growing phenomenon. And although playing esports can be accomplished on PCs and game consoles, more colleges are investing in facilities with large-scale audio and video (AV) systems, where varsity gamers and fans can be immersed in the action. And the AV technology is as integral to the sport as sporting equipment is to basketball or football.
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Free Esports Curriculum Contains Full Lesson Plans

Free Esports Curriculum Contains Full Lesson Plans | eSports - Curriculum and Learning | Scoop.it
An esports league has launched a free high school curriculum to help teachers use gaming to boost student learning. "Gaming Concepts" from the High School Esports League (HSEL), was written as turnkey curriculum "that almost anyone with even rudimentary computer skills could teach," according to authors Kristy Custer and Michael Russell. The project was supported by Microsoft.

The content covers learning standards in areas such as careers in gaming, maintaining healthy practices, self-management and interpersonal communications, as well as an overview of esports gaming and complete lesson plans.
Kim Flintoff's insight:
An esports league has launched a free high school curriculum to help teachers use gaming to boost student learning. "Gaming Concepts" from the High School Esports League (HSEL), was written as turnkey curriculum "that almost anyone with even rudimentary computer skills could teach," according to authors Kristy Custer and Michael Russell. The project was supported by Microsoft. 

The content covers learning standards in areas such as careers in gaming, maintaining healthy practices, self-management and interpersonal communications, as well as an overview of esports gaming and complete lesson plans. downloadable PDF file on the HSEL website.
Mr.G @eduGOOGdroid's curator insight, October 2, 2022 4:39 PM
I am highly interested in this article. The High School Esports League (HSEL) launched a free high school curriculum to help teachers use gaming to boost student learning. "Gaming Concepts" was written as a curriculum "that almost anyone with even rudimentary computer skills could teach," according to authors Kristy Custer and Michael Russell. The content covers learning standards in areas such as careers in gaming, maintaining healthy practices, self-management and interpersonal communications, as well as an overview of esports gaming and complete lesson plans.
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Level up pedagogy through esports

Level up pedagogy through esports | eSports - Curriculum and Learning | Scoop.it
A University of California, Irvine research study asserts that up to 91% of all tweens and teens play some form of video game. Welcome to the rock ‘n’ roll of the 21st century: the realm of esports. Defined as competitive video game play, esports has moved beyond the negative stereotype of a solitary, young person playing endless rounds of a game in a dimly-lit room into a smart, developmental, multidisciplinary activity that can earn student-players scholarships at top-named universities. Like its musical predecessor, esports is often met by parents and school administrators with disdain because they don’t grasp the full picture.
Kim Flintoff's insight:
" A University of California, Irvine research study asserts that up to 91% of all tweens and teens play some form of video game. Welcome to the rock ‘n’ roll of the 21st century: the realm of esports. Defined as competitive video game play, esports has moved beyond the negative stereotype of a solitary, young person playing endless rounds of a game in a dimly-lit room into a smart, developmental, multidisciplinary activity that can earn student-players scholarships at top-named universities. Like its musical predecessor, esports is often met by parents and school administrators with disdain because they don’t grasp the full picture."
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College Gamers Battle for Scholarships -- Campus Technology

College Gamers Battle for Scholarships -- Campus Technology | eSports - Curriculum and Learning | Scoop.it
Higher ed e-sports programs are scoring big-time. Not only have the University of California, Irvine and Ohio's Miami University recently announced the launch of new e-sports initiatives, but also a company that caters to gamers is kicking off a new college scholarship program for them.

Via Peter Mellow
Kim Flintoff's insight:
Higher ed e-sports programs are scoring big-time. Not only have the University of California, Irvine and Ohio's Miami University recently announced the launch of new e-sports initiatives, but also a company that caters to gamers is kicking off a new college scholarship program for them.
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The Future of eSports

The Future of eSports | eSports - Curriculum and Learning | Scoop.it

Even today, people are still debating whether playing computer games professionally should be considered a sport or not. 

The truth is - it doesn't matter. According to the World Economic Forum, the global audience for eSports sits around 300 million fans. That's now officially enough people to render the question irrelevant. For all intents and purposes, eSports seems to be here to stay, attracting an ever-increasing number of players, viewers, advertisers, and support. 

In fact, eSports has grown in popularity so much that it's prize pool has now surpassed that of many popular sports. According to Business Insider, the US Open (2017, tennis) had the largest prize pool of all sports, at around 50 million US dollars. In second place, sits "The International 2017," an eSports tournament for the popular game Dota 2. The prize? 24.7 million US dollars. That's more than the Indy 500 (13.1 million) or the Stanley Cup (7 million).

Kim Flintoff's insight:
Even today, people are still debating whether playing computer games professionally should be considered a sport or not.
Kim Flintoff's curator insight, March 6, 2019 2:28 AM
Even today, people are still debating whether playing computer games professionally should be considered a sport or not. The truth is - it doesn't matter. According to the World Economic Forum, the global audience for eSports sits around 300 million fans. That's now officially enough people to render the question irrelevant. For all intents and purposes, eSports seems to be here to stay, attracting an ever-increasing number of players, viewers, advertisers, and support. In fact, eSports has grown in popularity so much that it's prize pool has now surpassed that of many popular sports. According to Business Insider, the US Open (2017, tennis) had the largest prize pool of all sports, at around 50 million US dollars. In second place, sits "The International 2017," an eSports tournament for the popular game Dota 2. The prize? 24.7 million US dollars. That's more than the Indy 500 (13.1 million) or the Stanley Cup (7 million).
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Riot Forms Scholastic Association to Oversee School Esports Efforts –

Riot Forms Scholastic Association to Oversee School Esports Efforts – | eSports - Curriculum and Learning | Scoop.it
“League of Legends” developer Riot Games is forming a new governing body for its college and high school esports activities called the Riot Scholastic Association of America, it announced on Tuesday.
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“League of Legends” developer Riot Games is forming a new governing body for its college and high school esports activities called the Riot Scholastic Association of America, it announced on Tuesday.
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IEM Sydney shows Aussie esports has a bright future

IEM Sydney shows Aussie esports has a bright future | eSports - Curriculum and Learning | Scoop.it

As the country's most prestigious tournament hits its third year, a distinct Australian esports culture is emerging.

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As the country's most prestigious tournament hits its third year, a distinct Australian esports culture is emerging.
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It's a Gamers' Paradise: The Omen Rig comes to Curtin - YouTube

Students from Curtin's eSports Club got a chance to get in the Overwatch gaming chairs of the Omen Rig, Australia’s biggest mobile sports arena.
Purpose-built into a massive semi-trailer, this mobile gaming arena has been making its way around the country showcasing the massive global phenomenon that is eSports.
Kim Flintoff's insight:
Students from Curtin's eSports Club got a chance to get in the Overwatch gaming chairs of the Omen Rig, Australia’s biggest mobile sports arena. Purpose-built into a massive semi-trailer, this mobile gaming arena has been making its way around the country showcasing the massive global phenomenon that is eSports.
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A new generation of high school athletes will play eSports

A new generation of high school athletes will play eSports | eSports - Curriculum and Learning | Scoop.it
At the college level eSports are set to explode as more school-supported programs sprout up every day. But officially sanctioned high school esports are essentially nonexistent. Many teachers (and parents) still see video games as a waste of time. Teens looking for competitive team play could previously only find it in the unsung volunteer efforts of online leagues. They've been making do on their own for years, but they can't offer meeting spaces to practice and connect, or validation from adults and authority figures.
Kim Flintoff's insight:
At the college level eSports are set to explode as more school-supported programs sprout up every day. But officially sanctioned high school esports are essentially nonexistent. Many teachers (and parents) still see video games as a waste of time. Teens looking for competitive team play could previously only find it in the unsung volunteer efforts of online leagues. They've been making do on their own for years, but they can't offer meeting spaces to practice and connect, or validation from adults and authority figures.
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Why Should Educators Embrace Esports? - NASEF | High School Esports Clubs

Why Should Educators Embrace Esports? - NASEF | High School Esports Clubs | eSports - Curriculum and Learning | Scoop.it
You might be thinking, it seems a little contradictory to form esports clubs on high school campuses… After all, aren’t teens supposed to stay away from video games? You’d be shocked to find out the incredible benefits we’ve seen by combining the worlds of esports and education!

We believe that educators should embrace esports so they can reach more students, as well as to help provide them with opportunities to grow.
Kim Flintoff's insight:
You might be thinking, it seems a little contradictory to form esports clubs on high school campuses… After all, aren’t teens supposed to stay away from video games? You’d be shocked to find out the incredible benefits we’ve seen by combining the worlds of esports and education! We believe that educators should embrace esports so they can reach more students, as well as to help provide them with opportunities to grow.
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Video games are now a legitimate high school sport

Video games are now a legitimate high school sport | eSports - Curriculum and Learning | Scoop.it
The global esports market is expected to generate more than $1 billion in 2019, according to research firm Newzoo. It also estimates the esports audience will reach 454 million this year.
Two teams of students with six players each faced off in a video game game called "Smite," one of the three high-school-sanctioned esport games, in which they battle each other as gods and other mythological characters.
Kim Flintoff's insight:
The global esports market is expected to generate more than $1 billion in 2019, according to research firm Newzoo. It also estimates the esports audience will reach 454 million this year. Two teams of students with six players each faced off in a video game game called "Smite," one of the three high-school-sanctioned esport games, in which they battle each other as gods and other mythological characters.
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School eSports Australia – eSports for all School Age Children

School eSports Australia – eSports for all School Age Children | eSports - Curriculum and Learning | Scoop.it
It’s Happening! High School League of Legends starts this Tuesday!
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School eSports Australia – eSports for all School Age Children
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With everyone stuck indoors, esports is poised for its time in the sun

With everyone stuck indoors, esports is poised for its time in the sun | eSports - Curriculum and Learning | Scoop.it
With current social distancing measures, Australia's sporting bodies can't rely on physical attendance for revenue. Not turning to esports at such a time would be a missed opportunity.

Via Peter Mellow
Kim Flintoff's insight:
With current social distancing measures, Australia's sporting bodies can't rely on physical attendance for revenue. Not turning to esports at such a time would be a missed opportunity.
Mr.G @eduGOOGdroid's curator insight, October 2, 2022 4:37 PM
During the pandemic, Australia's sports couldn't count on site attendees for revenue. Esports was the opportunity we all needed.
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8 Ways to Get Started with Esports

8 Ways to Get Started with Esports | eSports - Curriculum and Learning | Scoop.it
If you've been looking to get involved in esports on campus, either in the classroom or in competition, these tips and resources will help.
Kim Flintoff's insight:
The global esports market will generate $1.4 billion in revenue in 2020, and is growing at a rate of 26.7 percent year-over-year, according to a forecast from esports analytics firm Newzoo. That trajectory led the University of California, Irvine's Division of Continuing Education to develop an esports management certificate program designed to help students "turn a passion for gaming into a viable career," according to Stephane Muller, instructor for the program and director of business and technology programs at the university. Delivered on the Coursera platform, the four-course specialization provides an overview of the esports industry, game development, teams and players, collegiate esports, career planning, esports management and more.
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eSports at the Rec Center? — Episode 046 | Open Space | National Recreation and Park Association

eSports at the Rec Center? — Episode 046 | Open Space | National Recreation and Park Association | eSports - Curriculum and Learning | Scoop.it
Three million dollars. That’s how much Kyle Giersdorf just won at the Fortnite World Cup — a video game competition held at the Arthur Ashe tennis stadium in New York.

That’s right. He won $3 million playing video games in a place typically reserved for the US Open.

eSports, or video game competitions, isn’t new, but it is a growing trend. So much so that eSports is starting to make a space for itself in the world of parks and recreation. Durango Parks and Recreation in Colorado, for example, has included large-scale, competitive video gaming in its draft master plan.

Cort and I had the opportunity to chat about eSports with Neelay Bhatt — Vice President at PROS Consulting, NRPA board member, and an established thought leader in the field of parks and recreation. Our conversation stemmed from the speed session Neelay will be presenting this year at the NRPA Annual Conference in Baltimore titled, “eSports 101: Just What the Heck Is eSports and Why/How Should My Agency Participate in It?”

In this episode we discuss what eSports is, its impact on parks and recreation and the potential opportunities it presents.
Kim Flintoff's insight:
Three million dollars. That’s how much Kyle Giersdorf just won at the Fortnite World Cup — a video game competition held at the Arthur Ashe tennis stadium in New York.

That’s right. He won $3 million playing video games in a place typically reserved for the US Open.

eSports, or video game competitions, isn’t new, but it is a growing trend. So much so that eSports is starting to make a space for itself in the world of parks and recreation. Durango Parks and Recreation in Colorado, for example, has included large-scale, competitive video gaming in its draft master plan.

Cort and I had the opportunity to chat about eSports with Neelay Bhatt — Vice President at PROS Consulting, NRPA board member, and an established thought leader in the field of parks and recreation. Our conversation stemmed from the speed session Neelay will be presenting this year at the NRPA Annual Conference in Baltimore titled, “eSports 101: Just What the Heck Is eSports and Why/How Should My Agency Participate in It?”

In this episode we discuss what eSports is, its impact on parks and recreation and the potential opportunities it presents.
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University Pours $7.7 Million into Immersive Gaming Research

A New Zealand university is committing $4.5 million alongside $3.2 million in government funding to research immersive gaming. The University of Canterbury in Christchurch is using the money to assemble an international team of academic experts for its new Applied Immersive Gaming Initiative.
Kim Flintoff's insight:
A New Zealand university is committing $4.5 million alongside $3.2 million in government funding to research immersive gaming. The University of Canterbury in Christchurch is using the money to assemble an international team of academic experts for its new Applied Immersive Gaming Initiative.
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Parents' Ultimate Guide to Esports | Common Sense Media

Parents' Ultimate Guide to Esports | Common Sense Media | eSports - Curriculum and Learning | Scoop.it
Now that esports is in high schools across the country, your teen gamer can justify gaming as “training” -- and maybe even win a college scholarship. Advice from Common Sense Media editors.
Kim Flintoff's insight:
Now that esports is in high schools across the country, your teen gamer can justify gaming as “training” -- and maybe even win a college scholarship. Advice from Common Sense Media editors.
Kim Flintoff's curator insight, September 28, 2018 11:14 PM
Now that esports is in high schools across the country, your teen gamer can justify gaming as “training” -- and maybe even win a college scholarship. Advice from Common Sense Media editors.
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Watchworthy Wednesday: How Video Games Amplify Learning

Watchworthy Wednesday: How Video Games Amplify Learning | eSports - Curriculum and Learning | Scoop.it
The UCI professor of informatics and president of the Higher Education Video Game Alliance gave an overview of research findings from studies conducted over the past decade. Among the results:

Video gaming has significant positive effects on reading, reasoning skills and mathematics achievement.
Games align well with STEM (science, technology, engineering and mathematics). For example, one study showed improvement in STEM performance of more than a grade of difference when using games to learn instead of textbooks.
Video gaming results in 20% higher self-efficacy, 11% higher declarative knowledge, 14% higher procedural knowledge and 9% better retention.
Video games have a positive impact in areas like perception and attention, systemic thinking, ethical reasoning, collaborative problem solving and computer and technology fluency.
Kim Flintoff's insight:
The UCI professor of informatics and president of the Higher Education Video Game Alliance gave an overview of research findings from studies conducted over the past decade.
Kim Flintoff's curator insight, January 26, 2019 7:34 PM
The UCI professor of informatics and president of the Higher Education Video Game Alliance gave an overview of research findings from studies conducted over the past decade. Among the results:

Video gaming has significant positive effects on reading, reasoning skills and mathematics achievement.
Games align well with STEM (science, technology, engineering and mathematics). For example, one study showed improvement in STEM performance of more than a grade of difference when using games to learn instead of textbooks.
Video gaming results in 20% higher self-efficacy, 11% higher declarative knowledge, 14% higher procedural knowledge and 9% better retention.
Video games have a positive impact in areas like perception and attention, systemic thinking, ethical reasoning, collaborative problem solving and computer and technology fluency.
Lon Woodbury's curator insight, January 28, 2019 4:14 PM

When talking about video games/internet addiction, we have to remember there is another side to this narrative.  -Lon

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Arcadia University launches esports program for fall 2019

Arcadia University launches esports program for fall 2019 | eSports - Curriculum and Learning | Scoop.it
Beginning in Fall 2019, Arcadia University will launch a co-educational esports program as a varsity sport where gamers will compete as part of Arcadia’s athletic programs. Some games that are being considered for implementation are League of Legends, Hearthstone, Overwatch, and Rocket League. Arcadia is renovating a 1,500-square-foot space on campus to serve as the central competition arena, which is expected to be completed in August 2019.
Kim Flintoff's insight:
Beginning in Fall 2019, Arcadia University will launch a co-educational esports program as a varsity sport where gamers will compete as part of Arcadia’s athletic programs. Some games that are being considered for implementation are League of Legends, Hearthstone, Overwatch, and Rocket League. Arcadia is renovating a 1,500-square-foot space on campus to serve as the central competition arena, which is expected to be completed in August 2019.
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Using API Data to Understand Learning in League of Legends: A Mixed Methods Study: Educational Media International: Vol 56, No 2

ABSTRACT
This mixed-methods research was conducted to understand the impact of learning and player growth in a League of Legends summer camp. Eighteen adolescents engaged in a three-day sleep-over summer camp with various team building activities. Data collected included API metadata from pre- and post-camp as well as semi-structured interview data with youth who attended the camp. Exposing the participants to teamwork methods had a significant impact on changing how players approached competitive game play and engagement in digital environments. In particular, we find that participation in the summer camp led to significant changes in vision score, the most team-focused aspect of the game for which statistics were available. Furthermore, as demonstrated by the qualitative data, evidence suggests youth have an understanding for how teamwork can positively influence peer interactions within digital environments. These findings are important as they demonstrate that teaching team-focused activities can have a significant impact on the players of competitive esports games, and it also implies that the role of teamwork within various digital platforms needs deeper study. Findings indicate that a transfer of learning occurs between physical and digital spaces and that youth recognize the importance of teamwork and team-building activities in digital learning spaces.
Kim Flintoff's insight:
ABSTRACT
This mixed-methods research was conducted to understand the impact of learning and player growth in a League of Legends summer camp. Eighteen adolescents engaged in a three-day sleep-over summer camp with various team building activities. Data collected included API metadata from pre- and post-camp as well as semi-structured interview data with youth who attended the camp. Exposing the participants to teamwork methods had a significant impact on changing how players approached competitive game play and engagement in digital environments. In particular, we find that participation in the summer camp led to significant changes in vision score, the most team-focused aspect of the game for which statistics were available. Furthermore, as demonstrated by the qualitative data, evidence suggests youth have an understanding for how teamwork can positively influence peer interactions within digital environments. These findings are important as they demonstrate that teaching team-focused activities can have a significant impact on the players of competitive esports games, and it also implies that the role of teamwork within various digital platforms needs deeper study. Findings indicate that a transfer of learning occurs between physical and digital spaces and that youth recognize the importance of teamwork and team-building activities in digital learning spaces.
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About Flaktest

About Flaktest | eSports - Curriculum and Learning | Scoop.it
Our platform provides a safe environment for students to play their favourite games in, fosters collaboration and creativity, and has proven results in facilitating learning outcomes in literacy and numeracy and improvements in attendance and behaviour management systems.
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Our platform provides a safe environment for students to play their favourite games in, fosters collaboration and creativity, and has proven results in facilitating learning outcomes in literacy and numeracy and improvements in attendance and behaviour management systems.
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British Esports Association

British Esports Association | eSports - Curriculum and Learning | Scoop.it

Who we are
The British Esports Association is a not-for-profit national body established to promote esports in the UK, increase its level of awareness, improve standards and inspire future talent.

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The British Esports Association is a not-for-profit national body established to promote esports in the UK, increase its level of awareness, improve standards and inspire future talent.
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Everything parents need to know about esports - The

Forget the image of a sulky video gamer alone in his bedroom with a computer and three days' worth of pizza boxes. Now that esports — live video game competitions — are a high school sport, young game enthusiasts might be moving into the spotlight. These kids aren’t just taking over high school computer labs across the country; they’re changing what it means to be a student athlete. And while you may not relish the idea of your kid spending even more time playing video games, pro gamers can make big bucks — and top student esports players can even win college scholarships.
Kim Flintoff's insight:
Forget the image of a sulky video gamer alone in his bedroom with a computer and three days' worth of pizza boxes. Now that esports — live video game competitions — are a high school sport, young game enthusiasts might be moving into the spotlight. These kids aren’t just taking over high school computer labs across the country; they’re changing what it means to be a student athlete. And while you may not relish the idea of your kid spending even more time playing video games, pro gamers can make big bucks — and top student esports players can even win college scholarships.
Mr.G @eduGOOGdroid's curator insight, September 16, 2022 5:30 PM

This article explains what esports are and how they benefit students. This also covers different associations and leagues that cover esports. There are several universities that have esports teams. Also, like professional sports, esports athletes can make money.

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eSports growth taps into high school market

eSports growth taps into high school market | eSports - Curriculum and Learning | Scoop.it

At Blakehurst High School in the south of Sydney 16 students play 90 minutes of competitive video games after school each week.

About 45 minutes is practice and the rest is spent playing the hugely popular battle game "League of Legends" for points, as part of the META High School eSports league (MHSE) run by AFL club Adelaide Crows and game publisher Riot Games.

Kim Flintoff's insight:
At Blakehurst High School in the south of Sydney 16 students play 90 minutes of competitive video games after school each week.
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