Educational Standards for Caming Concepts Curriculim Generation Esports

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Gaming Concepts: Exploring Esports and Scholastic Gaming in Middle School (.5-1.0)

This course uses esports as the engagement piece to teach students executive function skills that will help make their transition to high school more successful. Lessons focus on organization, perseverance, self-advocacy, self-regulation, time management, responsible decision making, digital citizenship, and social emotional learning that are often difficult to teach in an authentic, engaging way through traditional middle school coursework. Evidence-based Mental Health Moments, proven to increase student mental health, are also naturally embedded in lessons.

Possible Course Codes (NCES-SCED)

08057 Health and Life Management
08099 Health Education—Other
10001 Introduction to Computer Technology
10003 Computer and Information Technology
10004 Computer Applications

10010 Computer Literacy
10202 Computer Graphics
10204 Particular Topics in Media Technology
10205 Computer Gaming and Design

Gaming Concepts: Fundamentals (A video gaming curriculum for schools) (.5-1.0)

This course helps provide students a digital framework through an esports lens. Students will explore the history of esports, learn genres of games, practice good gamer health, learn basic technology information and hands-on troubleshooting, explore college and career readiness with a technology focus, engage in digital citizenship, preventative mental health, teamwork, journaling and reflection.

Possible Course Codes (NCES-SCED)

10001 Introduction to Computer Technology
10003 Computer and Information Technology
10004 Computer Applications
10049 Computer Literacy—Other

10202 Computer Graphics
10203 Interactive Media
10204 Particular Topics in Media Technology
10205 Computer Gaming and Design

GC Esports Standards

Content Standards for lessons are located on the following pages. Content Standards for Gaming Concepts were developed by a committee of educators whose expertise included math, science, English, business, computer science and social studies, as well as administration. The standards were peer reviewed by the Applied Research Gaming Lab at Wichita State University.

Standard 1: Gaming Appreciation: The student values gaming for health, enjoyment, challenge, self-expression, and/or social interaction
Standard 2: Motor Skills: The student demonstrates competency in motor skill and movement patterns needed to perform a variety of physical activities.
Standard 3: Learning Concepts: The student demonstrates understanding of movement concepts, principles, strategies, and tactics as they apply to the learning and performance of specific games.
Standard 4: Health Promotion and Preventative Care for Gamers: The student will comprehend concepts related to health promotion and preventative care in gamers as related to the following content areas (the content areas are not listed in any particular order):
▪ Nutrition
▪Injury prevention
▪Personal health
▪Mental and emotional health
▪Substance abuse, misuse, abuse, and addiction

Standard 5: Access Health Information, Products, and Services: The student will demonstrate the ability to access valid health information and health-promoting products and services.
Standard 6: Self-Management: The student will demonstrate the ability to maintain health-enhancing behaviors and reduce health risks.
Standard 7: Interpersonal Communication (Personal and Social Behavior): The student will demonstrate the ability to use interpersonal communication skills that respects self and others in online gaming settings.
Standard 8: Influence of Culture, Media, and Technology: The student will analyze the reciprocal influence of esports, culture, media, technology, and other factors.
Standard 9: Goal-Setting and Decision-Making Skills: The student will demonstrate the ability to use goal-setting and decision-making skills to enhance gaming success.
Standard 10: Active Participation: The student participates regularly in gaming activities.
Standard 11: Advocating for Esports: The student will demonstrate the ability to advocate for scholastic acceptance of esports.

Gaming Concepts: Exploring Interactive Media and Esports Topics (1.0)

This is a project-based course that allows students to view and create digital media through an esports lens. Students will creatively express themselves through hands-on experiences with digital graphics, print media, computer animation, audio production, video production, web design and other newly-emerging forms of digital media. Using industry standard tools and techniques, students will create digital media projects while learning to facilitate meetings, serve as team leaders, manage project timelines, give and receive constructive criticism, and produce professional products. Reflective journaling, media literacy and ethics, as well as embedded social emotional learning also enhance the course and contribute to student mental health.

Possible Course Codes (NCES-SCED)

05162 Visual Communications Design
05169 Multimedia Art
05173 IB Visual Arts
05250 Media Arts—Comprehensive
05260 Multimedia Design
05261 Intermedia Design
05297 Media Arts—Independent Study

10003 Computer and Information Technology
10004 Computer Applications
10049 Computer Literacy—Other
10202 Computer Graphics
10203 Interactive Media
10204 Particular Topics in Media Technology
10205 Computer Gaming and Design

Shoutcasting/Broadcasting (.5)

Aligned with national Broadcasting standards, Gaming Concepts: Shoutcasting helps students who didn’t think they had an interest in journalism to view this career field from a whole new perspective. Gaming Concepts: Shoutcasting teaches the fundamentals of broadcast journalism through the lens of a shoutcaster. Not only is shoutcasting a fast-growing career field, but the skills learned easily align with the Arts, A/V Technology, and Communications cluster CTE alignment. Lessons focus on an overview of shoutcasting and how it aligns with broadcasting, careers in shoutcasting and how to attain them, story writing and interviewing, the technical and equipment aspect of the career, media’s influence on society, developing and producing a complete broadcast, and the economic factors that influence the business.

Possible Course Codes (NCES-SCED)

11103 Broadcasting Technology
11105 Particular Topics in Journalism and Broadcasting
11106 Emerging Technologies in Journalism
11149 Journalism and Broadcasting—Other

11151 Digital Media Technology
11002 Communication Technology
11003 Particular Topics in Communication
11049 Communication—Other
11051 Audio/Visual Production

Streaming/Speech (.5)

Gaming Concepts: Streaming takes the pain out of Public Speaking classes. Aligned to national speaking and listening standards, the course takes students out from behind the podium and makes them the creators of the action. Similar to a traditional Public Speaking course, Gaming Concepts: Streaming teaches students how to initiate and participate in collaborative discussions, respond thoughtfully to diverse perspectives, evaluate a speaker’s point of view, research and integrate multiple sources of information into a presentation, utilize digital media in presentations and much more.

Possible Course Codes (NCES-SCED)

51197 Speech—Independent Study
01199 Speech—Other
11002 Communication Technology

11003 Particular Topics in Communication
11049 Communication—Other
11051 Audio/Visual Production

Cybersecurity (1.0)

Cybersecurity is an in-demand career field that students are flocking to. The problem? Students take one course, and they don’t continue in the career path. Gaming Concepts: Cybersecurity combines the interest of cybersecurity with the background knowledge of esports to not only engage students, but keep them coming back. Gaming Concepts: Cybersecurity focuses on the fundamentals of cybersecurity including: ethics and laws, hacking, ransomware, malware, threats, identity risk and defense, digital citizenship, fraud, social engineering, basic security, system administration, cryptography, and much more.

Possible Course Codes (NCES-SCED)

10020 Cybersecurity
10049 Computer Literacy—Other
10003 Computer and Information Technology

Ready to find out more?

A more detailed breakdown of each lesson and the standards addressed within it can be found here: