177 research outputs found

    Esports Curricula in U.S. Post-Secondary Institutions: A Case Study

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    Although the concept of Esports competency has been widely recognized, it is not yet well understood by the various educational institutions that have started offering certification programs in this field. This study aims to provide a comprehensive analysis of the multiple principles that have been established to promote this specialization. The increasing popularity of gaming and esports has led to the development of a wide range of educational programs that are geared toward addressing the needs of the future workforce. Although the goal of these programs is to provide a comprehensive view of the various facets of this field, the process of teaching them is still new. The goal of this study was to explore the common learning competencies that are developed in the post-secondary education of gamers and Esports in the United States. It was also conducted to identify the potential advantages of working in this field, over the traditional sports industry. Although esports has been included in various post-secondary education programs, such as secondary and post-secondary, it is not yet considered a completely new field. The findings of this study will be used to develop an interdisciplinary program in this field. Through the object collection process, the researcher was able to identify the various materials that are used in the education of esports students. These included the program descriptions and job postings for positions in the industry. She also examined the curriculum and course syllabi. Secondary data were then collected from a school that has an esports program. This type of data was used to analyze the program\u27s engagement and effectiveness. These quantitative data will be used to study how these programs are implemented in practice

    Towards a Framework to Support the Design of Esports Curricula in Higher Education

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    Esports has generated an industry of increasing economic and cultural importance. In recent years, universities and other higher education institutions have responded to its growth by establishing undergraduate courses to satisfy the needs of innovators operating in the area. However, there is not yet consensus on what an esports curriculum should include. Despite being a technology-driven sector with ethical and professional dimensions that intersect computing, current ACM and IEEE curricula do not mention esports. Furthermore, existing courses tend to provide teaching and training on a wide variety of topics aside from those traditionally in computer science. These include: live events management; psychological research; sports science; marketing; public relations; video (livestream) production; and community management; in addition to coaching. This working group seeks to examine the requirements for developing esports studies at universities with a focus on understanding career prospects in esports and on the challenges presented by its disciplinary complexity. The group will identify key learning outcomes and assess how they align with industry needs, paving the way for a framework to support the design of esports curricula in higher education

    Foundations for Esports Curricula in Higher Education

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    Esports has generated an industry of increasing economic and cultural importance. In recent years, universities and other higher education institutions have responded to its growth by establishing programmes of study which aim to satisfy the needs of innovators operating in the area. However, there is not yet consensus on what an esports curriculum should include. Despite being a technology-driven sector with ethical and professional dimensions that intersect computing, current ACM and IEEE curricula do not mention esports. Furthermore, existing courses tend to provide teaching and training on a wide variety of topics aside from those traditionally in computer science. These include: live events management; psychological research; sports science; marketing; public relations; video (livestream) production; and community management; in addition to coaching and communication. This working group examined the requirements for developing esports studies at universities with a focus on understanding career prospects in esports and on the challenges presented by its interdisciplinary complexity. Thereby, paving the way for a framework to support the design of esports curricula in higher education

    Assessing esport candidacy for critical thinking education

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    May 2022 news releases

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    The Cowl - v.82 - n.22 - Apr 19, 2018

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    The Cowl - student newspaper of Providence College. Volume 82, Number 22 - April 19, 2018. 28 pages

    October 2020 news releases

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    2017 Academic Excellence Showcase Proceedings

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