Information Resources Management Association
Advancing the Concepts & Practices of Information Resources Management in Modern Organizations
Search IRMA Research
Research IRM
Open Access
IRMA Journals
IRM Books
Proceedings
Membership
The
IRMA
Community
Calls for Papers
Online Symposium
Newsletters
Research IRM
Click a keyword to search titles using our InfoSci-OnDemand powered search:
Multimedia IS
Social Science
Public Administration
Education
Computer Science
Business Management
Information Systems
Healthcare
Library Science
Electronic Commerce
Urban Education Esports for Equity and Access: A Case Study
View Sample PDF
Author(s):
Alexander K. Gibson (William Penn Senior High School, USA)
Copyright:
2021
Pages:
19
Source title:
Esports Research and Its Integration in Education
Source Author(s)/Editor(s):
Miles M. Harvey
(University of New Mexico, USA)and Rick Marlatt (New Mexico State University, USA)
DOI:
10.4018/978-1-7998-7069-2.ch003
Keywords:
Educational Technologies
/
Gaming in Education
/
Information Science Reference
/
Knowledge Management and Library Science
Purchase
View
Urban Education Esports for Equity and Access: A Case Study
on the publisher's website for pricing and purchasing information.
Abstract
This chapter dives into the real-world experiences that one educator experienced in his 14-year career teaching and mentoring students. The chapter explores using video games to connect and educate students as well as the use of varsity esports programs to drive student interactions during extracurricular activities. Through the chapter, the author will progress from the start of his career to finding new affiliations to help build a successful esports program within a high school setting. The anecdotal experiences will serve as a case study to help other educators find resources and develop a pathway to create esports opportunities in their own schools.
Related Content
Simulations in Business Education: Unlocking Experiential Learning
Vivek Ahuja. © 2024. 21 pages.
One Solution Does Not Fit All: Reward-Based and Meaningful Gamification in Higher Education
Minna-Maarit Jaskari, Henna Syrjälä. © 2024. 28 pages.
Applying a Playcentric Design Process to Creating a First-Year Experience Course
Andrew M. Blick. © 2024. 21 pages.
Enhancing the Learning and Application of Knowledge in University Students: An Escape Room Proposal
Alba González Moreno. © 2024. 17 pages.
From Theoretical Chemist to Synthesis Chemist
Ana Belén Ruiz-Muelle. © 2024. 26 pages.
Enhancing Artistic Learning Through Gamification: A Case Study in an Archaeology Museum Visit
Alejandro Galindo Durán, Raquel Sánchez Fuentes. © 2024. 27 pages.
Gamification in the Art World: An Escape Room to Immerse Yourself in the History and Local Artists of the City
Alejandro Galindo Durán. © 2024. 31 pages.
IRMA
Offers Over
2,500
Full Text
Open Access Research
Papers for Free Download
Click to Start Searching
Free IRM Research!
IRMA Sponsors
About Us
|
Contact
|
Sitemap
|
Legal
|
Policies
Copyright ©2024, Information Resources Management Association. 701 East Chocolate Avenue, Hershey, PA 17033.