电子竞技报告:有吸引力的教育.pdf
Esports: Engaging Education Digital Schoolhouse Esports Tournament 2018 Rachel Gowers Associate Dean Staffordshire University UK Andrew Csizmadia Senior Lecturer in Computer Science Education Newman University UK Shahneila Saeed Director of Digital Schoolhouse Head of Education, Ukie Dr Bobbie Fletcher Games and Visual Effects Department Staffordshire University UK POWERED BY2 Foreword. Esports is a fast growing and evolving industry, engaging millions of children across the globe both in competitive play and as a new form of entertainment, with the industry expected to surpass $2bn revenue by 2020. It is an amazingly inclusive form of entertainment, presenting opportunities for all regardless of age, physical abilities or gender. It is a very creative yet technical industry adopting existing skill sets across the video games, broadcast, media and sport industries all the while creating many new highly skilled roles. The danger of the digital skills gap is very clear, hindering both the growth of esports in the UK and many other industries too. We urgently need more children to be inspired by technology and digital creativity and discover exciting and successful career prospects in a rapidly changing world. At ESL, were extremely proud to support Digital Schoolhouse and hope to see the UK leading the way in creative and digital skills for the esports industry years to come. This report clearly shows the immediate positive affect esports can have on children in an educational environment and demonstrates an innovative and successful partnership between industry and schools.James Dean ESL UK Managing Director Most importantly, esports is enormous fun. The collaborative nature of an esports tournament and the creation of content for a wider audience puts real purpose to the project making it extremely engaging, interactive and inspiring, no matter what the role the student plays in the process. It also empowers teachers through the power of play to potentially have life changing effects on students during their education. For the past 4 years, Digital Schoolhouse has had a tremendous impact in doing just that. Not only inspiring children, but also educating teachers and parents about the endless opportunities digital skills create. By engaging directly with the esports industry, thousands of children have had hands on experience in a multitude of important roles developing and running a nationwide innovative esports tournament. They have benefited from teamwork, strategy and social improvements and heard directly from the industry for guidance and careers advice. POWERED BY3 Executive Summary. Ukies Digital Schoolhouse, powered by PlayStation programme, aims to engage learners and educators with computing to improve the quality and provision of digital skills within schools across the UK. As the flagship education initiative of the video games trade body Ukie (UK Interactive Entertainment Association Ltd.), the programme is able to bring schools and industry together to help effectively shape and deliver high quality inspirational opportunities for all students. One of these opportunities is the Digital Schoolhouse esports tournament, which has just completed its second year. The 2017 - 2018 tournament saw 2222 students from 20 schools across the UK take part as either players or as part of the schools event management team. The aim of the tournament was to provide an immersive careers education experience, enabling students to realise the breadth of career opportunities available to them. Students aged 12 - 18 years participated not only as players but were also recruited to manage the tournament within their schools taking on valid industry roles such as event management, production, tournament administration, community management and on-screen talent. The value of the skills that students developed whilst participating in the tournament was recognised by the Duke of Yorks Inspiring Digital Enterprise Award (iDEA). Post tournament, students were able to claim digital iDEA badges which reflected the nature of their involvement in the tournament and the skills gained as a result. An integral part of the tournament was to examine its potential impact on the participants. Digital Schoolhouse worked with Staffordshire University to develop a study that collected data using a number of methods, including questionnaires, case studies, discussion groups and informal feedback. The study focused on two key research questions: A. Does participating in esports create positive behavioural change in young players that will translate into behaviour modification in other aspects of their lives? B. Does participating in esports influence the career path and STEM interests of young players?4 Key Findings A. Does participating in esports create positive behavioural change in young players that will translate into behaviour modification in other aspects of their lives? All transferable skills increased with Communication (74%) and Team Working (80%) coming top 67% of respondents found that friendship bonds grew over the course of the tournament (and 94% of friendships were maintained or grew during the competition) Over 80% said that the competition had increased their interest in participating in other team sports B. Does participating in esports influence the career path and STEM interests of young players? Just under 90% said it had increased their interest in a career in the video games industry Over 90% said it had increased their interest in computers and computing, but only 40% said it had increased their interest in studying it as a subject Teachers consistently reported the broader impact of the tournament on students. Numerous reports were received of increased student confidence, improved attendance to school, cross year group friendships; and in particular engaging the forgotten middle 1 . A number of schools spoke about how the tournament was able to successfully engage those students who otherwise wouldnt engage in extra curricular activities, for some it enabled them to find like minded people, and for others it helped them to come out of their shell. All teachers reported high levels of excitement around the tournament amongst students, with teachers having to put a cap on the number of students allowed to participate for their own logistical purposes. Additionally, we also found that participation in the tournament appeared to have significant wider school impact. Participation within the tournament helped upskill the teachers involved with key knowledge and insights into career opportunities available within the wider video games industry; thus enabling them to provide more relevant careers guidance to their students. Highlighting career opportunities and the value of video games and esports wasnt just limited to the participating teachers; the delivery and success of the tournament within the school helped tackle perceptions amongst wider staff and senior leadership teams. Additionally, parents who were able to attend an event were also given a chance to find out more about the opportunities available for their children. 1 This term refers to students that are not over or under achieving, and therefore dont appear on teachers intervention lists 5 Introduction. What is Digital Schoolhouse? Ukies Digital Schoolhouse, powered by PlayStation programme, uses play-based learning to engage the next generation of pupils and teachers with the Computing curriculum. Digital Schoolhouse is funded by the UK games industry with sponsors including SEGA, Ubisoft and Warwickshire County Council and was originally seed funded by the Mayor of Londons London Schools Excellence Fund (LSEF). Each Digital Schoolhouse is based in a school, college or university environment, and aims to work with a growing network of local primary and secondary teachers to deliver creative and cross-curricular computing lessons using play-based learning. Through this, it supports the Computing programme of study for the national curriculum in a way that leaves pupils and teachers feeling inspired about, and engaged with, computing and the wider creative digital industries. Digital Schoolhouse bridges the gap between industry and education, combining the innovation that the creative digital industry is known for along with the educational expertise of teachers to create a truly engaging experience that not only develops relevant skills and subject knowledge but also confidence amongst learners. It is with this in mind that we developed our national schools esports tournament in 2016. The tournament aims to immerse students with careers in esports and the video games industry by connecting them with industry professionals and facilitating work experience; enabling each student to put classroom theory into industry practice. All participating teachers consistently reported that the tournament created a huge buzz within the school. It was the singular thing that engaged the entire school community. From teachers showing the live Twitch stream of the knockout events on their classroom whiteboard during lessons, to school senior leadership teams coming together to acknowledge the success of their school teams; this tournament engaged the full breadth of the community. 6 Esports from donating old machines or providing them on a loan basis, in kind support from industry enables schools to participate within the tournament. In fact, industry support can help overcome a great many obstacles that schools may face in participating in innovative and engaging opportunities. It is Ukie and Digital Schoolhouses continued aim to both gauge the support required and curate industry provision. It is through our continued collective support for schools that we can engage a diverse range of students with essential creative digital skills, providing them all with equal opportunities regardless of background. Competitor UK Esports Champions 2018 Event Manager Shoutcaster/Host Production Crew Tournament Admin Community Manager Upon completion of the tournament each student was able to claim the digital badge to add to their online digital portfolio. With enough badges students are able to claim an award in recognition of what they have learnt. The scheme runs similar to the Duke of Edinburgh Award and is in effect its digital version.8Stage 1: School Heats This is the initial stage of the tournament that saw the greatest number of students participating. The aim was to ultimately whittle down the competing teams to a single team to represent the school at the Regional Qualifiers. Schools were encouraged to make this stage as student led as possible. Job descriptions were developed with industry guidance and were provided to enable teachers to recruit students to the roles of: Digital Schoolhouse did not specify how the students should be selected, this was left to the schools to determine. However, it was recommended that schools encouraged students to apply for the roles to provide the additional experience and practice surrounding job recruitment. Schools were also partnered with esports coaches (games industry volunteers) at this stage. Each esports coach was there to provide careers insight and advice, as well as coaching, tips and tricks on gameplay to help the teams succeed. The coach and school both agreed the method and frequency of the interactions, and this varied school by school. The aim behind the coaches was to help engage and inspire students to take part in the tournament and wider careers. For some coaches, a large part of this relationship was around helping teachers overcome technical issues, for others their focus was engaging a greater number of girls to participate. Tournament Statistics. students, participated as either players or as part of the events management team Tournament Structure. 20 schools took part in the tournament across England and Northern Ireland. The tournament was broken down into three stages: Industry involvement was included at each stage of the tournament, with varying opportunities for students to apply their skills and connect with professionals. School Heats Regional Qualifiers Grand Final Event Manager Shoutcaster/Host Production Crew Tournament Admin Community Manager 2222 12-18 year old on Twitch views 98K players and of the student events management team were female 8 11 % % of