Esports in Schools
Create a Supportive Gaming Community
Seiten
2020
International Society for Technology in Education (Verlag)
978-1-56484-867-3 (ISBN)
International Society for Technology in Education (Verlag)
978-1-56484-867-3 (ISBN)
- Titel z.Zt. nicht lieferbar
- Versandkostenfrei innerhalb Deutschlands
- Auch auf Rechnung
- Verfügbarkeit in der Filiale vor Ort prüfen
- Artikel merken
What defines esports? Why build an esports program for your school? What technology do you need to get started? This guide will help you get started in the world of school esports, offering the strategies and tools you need to build a successful program for your school and students.
This guide will help you get started in the world of school esports, offering the strategies and tools you need to build a successful program for your school and students.
What defines esports? Why build an esports program for your school? What technology do you need to get started? This guide addresses these questions and more, offering tips for setting up an effective program while helping students succeed academically and socially.
The guide includes:
Strategies for getting buy-in from the community, including administrators, faculty, parents and students.
Examples aligned to the ISTE Standards for Educators.
An overview of the technology needs for a successful program.
Ideas for creating effective virtual and physical spaces.
Tips for fostering inclusivity and building community.
Students who feel safe and connected to their school communities often perform better academically, are absent less and are more likely to find mentors and follow career paths. Games and esports can be a lifeline for students who need one most, and this guide shows how building community through an esports program can help students thrive.
(ISTE Jump Start Guide, 8.5" x 11", three laminated panels, six pages)
Audience: K-12 educators
This guide will help you get started in the world of school esports, offering the strategies and tools you need to build a successful program for your school and students.
What defines esports? Why build an esports program for your school? What technology do you need to get started? This guide addresses these questions and more, offering tips for setting up an effective program while helping students succeed academically and socially.
The guide includes:
Strategies for getting buy-in from the community, including administrators, faculty, parents and students.
Examples aligned to the ISTE Standards for Educators.
An overview of the technology needs for a successful program.
Ideas for creating effective virtual and physical spaces.
Tips for fostering inclusivity and building community.
Students who feel safe and connected to their school communities often perform better academically, are absent less and are more likely to find mentors and follow career paths. Games and esports can be a lifeline for students who need one most, and this guide shows how building community through an esports program can help students thrive.
(ISTE Jump Start Guide, 8.5" x 11", three laminated panels, six pages)
Audience: K-12 educators
Grace Collins is the CEO of Liminal Esports, a games and education research firm. Collins previously taught computer science at Hathaway Brown, an all-girls' school in Cleveland, where they founded the nation's first-ever esports team at an all-girls' school. For their work in computer science and esports, Collins was recognized as a featured voice at ISTE 2019 and with a 2020 Aspirations in Computing educator award from the National Center for Women & Information Technology. Prior to Liminal Esports, Collins led game-based education policy and projects at the U.S. Department of Education and the Smithsonian Institution. Collins is also an LGBTQ+ advocate and a member of the leadership team at the EduPride Alliance/#TeachPride.
Erscheinungsdatum | 24.08.2020 |
---|---|
Verlagsort | Eugene |
Sprache | englisch |
Maße | 216 x 279 mm |
Themenwelt | Schulbuch / Wörterbuch ► Unterrichtsvorbereitung ► Unterrichts-Handreichungen |
Sozialwissenschaften ► Pädagogik ► Didaktik | |
ISBN-10 | 1-56484-867-1 / 1564848671 |
ISBN-13 | 978-1-56484-867-3 / 9781564848673 |
Zustand | Neuware |
Haben Sie eine Frage zum Produkt? |
Mehr entdecken
aus dem Bereich
aus dem Bereich
elektronische Lehrmittel in den modernen Unterricht integrieren
Buch (2024)
Hanser, Carl (Verlag)
49,99 €
die Zusammenfassung
Buch | Softcover (2023)
Fachwirteverlag
24,80 €
eine Lernwerkstatt für Klasse 1 und 2
Buch (2023)
Lernbiene (Verlag)
25,90 €