ESPORTS

  • 6,995.00 USD
Kids love games and need life skills - bring both with Esports!

Complete with live virtual instructors and standards-aligned curriculum, ESPORTS teaches students teamwork, collaboration, handling frustration and leadership in a format they love. Esports teams can help improve students' social-emotional learning, boost school spirit and generate excitement among students, parents and the community.

We provide the educators and curriculum needed for a 1 year program. For 2- and 3-year options and more customizations, consult a STEM Program Specialist.

Grades: 6-12
Students: Up to 24
Contact Hours: 68+

Customized to Your Needs:

Club Team Consult a STEM Program Specialist
Remote Instructor Included Included Included
Contact Hours per Week Up to 2 Up to 5 10+
Students Up to 16 Up to 16 Up to 24
SEL Program Included Included Included
League Setup, Participation & Management - Included Included
Competitions & Event Management - Included Included
Pro-Player Guest Coach - - Available
School eSports Swag - - Available

Subject Targets:

Technology, Social Studies

Recommended Settings:

  • Summer Camps
  • Classrooms
  • Before & After-School Programs
  • Homeschools
  • Libraries and Makerspaces
  • Classroom STEM Stations
  • Tech Ed Classrooms
  • Out-of-School

Tech Requirements:

  • One device per student with at least:
    • Operating System: Window 7 or newer
    • Processor: Minimum 2.5 GHz Dual-Core
    • Storage: Minimum 4GB
    • Direct X: DirectX 11
    • Graphics: Minimum NVIDIA GeForce 760, AMD Radeon R7 270X, or better
  • High-speed internet connection

Each Activity Includes:

  • Remote, dedicated instructor to teach curriculum
  • Vocabulary
  • ISTE Standard concepts
  • Real-world application concepts

Curriculum Topics:

  • Mindset Management
  • Mindset in the Professional World
  • Self-awareness
  • Self-Management
  • Responsible Decision-Making
  • Emotional Resilience
  • Using Failure
  • Understanding Recovery
  • Team Expectations
  • Teamwork
  • Digital Citizenship
  • Social Awareness
  • Understanding Roles
  • Relationship Skills
  • Compassionate Leadership
  • Developing a Growth Mindset
  • Goal Setting
  • Goal-Directed Behavior
  • Practicing Efficiently
  • Training Mind and Body
  • Improving Gamesense
  • Applying Knowledge
  • History of Esports
  • Careers in Esports
  • Careers and Skill Marketing

Reusability:

  • Annual Subscription: Renew to keep expanding on game design knowledge and topics.

Product Orientation:

  • Guided-setup and 1-hour orientation included

Habits of Mind:

16 thinking habits developed by Art Costa and Bena Kallick to empower students to succeed in a 21st-century learning environment.

  • Persisting
  • Managing Impulsivity
  • Listening with Understanding and Empathy
  • Thinking Flexibly
  • Thinking about Thinking (Metacognition)
  • Striving for Accuracy
  • Questioning and Posing Problems
  • Applying Past Knowledge to New Situations
  • Thinking and Communicating with Clarity and Precision
  • Gathering Data through All Senses
  • Creating, Imagining, Innovating
  • Responding with Wonderment and Awe
  • Taking Responsible Risks
  • Finding Humor
  • Thinking Interdependently
  • Remaining Open to Continuous Learning

21st Century Skills:

A set of widely-applicable abilities essential for success in the information age.

  • Health Literacy
  • Creativity and Innovation
  • Critical Thinking and Problem Solving
  • Communication
  • Collaboration
  • Information Literacy
  • Media Literacy
  • ICT (Information, Communications, and Technology) Literacy
  • Flexibility and Adaptability
  • Initiative and Self-Direction
  • Social and Cross-Cultural Skills
  • Productivity and Accountability
  • Leadership and Responsibility

© 2018 Partnership for 21st Century Learning (P21), p21.org. All Rights Reserved. P21 was not involved in the production of this product and does not endorse it.

Common Core State Standards for English Language Arts:

  • CCSS.ELA-LITERACY.SL.6.1: Engage effectively in a range of collaborative discussions (one-on-one, in groups, and teacher-led) with diverse partners on grade 6 topics, texts, and issues, building on others' ideas and expressing their own clearly.
    • Up to CCSS.ELA-LITERACY.SL.11-12.1: Initiate and participate effectively in a range of collaborative discussions (one-on-one, in groups, and teacher-led) with diverse partners on grades 11-12 topics, texts, and issues, building on others' ideas and expressing their own clearly and persuasively.
  • CCSS.ELA-LITERACY.SL.6.2: Interpret information presented in diverse media and formats (e.g., visually, quantitatively, orally) and explain how it contributes to a topic, text, or issue under study.
    • Up to CCSS.ELA-LITERACY.SL.11-12.2: Integrate multiple sources of information presented in diverse formats and media (e.g., visually, quantitatively, orally) in order to make informed decisions and solve problems, evaluating the credibility and accuracy of each source and noting any discrepancies among the data.
  • CCSS.ELA-LITERACY.SL.6-12.4: Present claims and findings, sequencing ideas logically and using pertinent descriptions, facts, and details to accentuate main ideas or themes; use appropriate eye contact, adequate volume, and clear pronunciation.
    • Up to CCSS.ELA-LITERACY.SL.11-12.4: Present information, findings, and supporting evidence, conveying a clear and distinct perspective, such that listeners can follow the line of reasoning, alternative or opposing perspectives are addressed, and the organization, development, substance, and style are appropriate to purpose, audience, and a range of formal and informal tasks.

© Copyright 2010. National Governors Association Center for Best Practices and Council of Chief State School Officers. All rights reserved.

International Society for Technology in Education:

  • 1.1.a: Students articulate and set personal learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process itself to improve learning outcomes.
  • 1.1.b: Students build networks and customize their learning environments in ways that support the learning process.
  • 1.2.a: Students cultivate and manage their digital identity and reputation and are aware of the permanence of their actions in the digital world.
  • 1.2.b: Students engage in positive, safe, legal and ethical behavior when using technology, including social interactions online or when using networked devices.
  • 1.3.a: Students plan and employ effective research strategies to locate information and other resources for their intellectual or creative pursuits.
  • 1.3.d: Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.
  • 1.4.a: Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
  • 1.4.d: Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.
  • 1.5.b: Students collect data or identify relevant data sets, use digital tools to analyze them, and represent data in various ways to facilitate problem-solving and decision-making.
  • 1.5.c: Students break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.
  • 1.6.c: Students communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.
  • 1.6.d: Students publish or present content that customizes the message and medium for their intended audiences.

ISTE Standards for Students, ©2016, ISTE® (International Society for Technology in Education), iste.org. All rights reserved. ISTE was not involved in the production of this product and does not endorse it.

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ESPORTS

PRICING OPTIONS

  • Club: 6,995.00 USD
  • Team: 18,495.00 USD
Kids love games and need life skills - bring both with Esports!

Complete with live virtual instructors and standards-aligned curriculum, ESPORTS teaches students teamwork, collaboration, handling frustration and leadership in a format they love. Esports teams can help improve students' social-emotional learning, boost school spirit and generate excitement among students, parents and the community.

We provide the educators and curriculum needed for a 1 year program. For 2- and 3-year options and more customizations, consult a STEM Program Specialist.

Grades: 6-12
Students: Up to 24
Contact Hours: 68+

Customized to Your Needs:

Club Team Consult a STEM Program Specialist
Remote Instructor Included Included Included
Contact Hours per Week Up to 2 Up to 5 10+
Students Up to 16 Up to 16 Up to 24
SEL Program Included Included Included
League Setup, Participation & Management - Included Included
Competitions & Event Management - Included Included
Pro-Player Guest Coach - - Available
School eSports Swag - - Available

Subject Targets:

Technology, Social Studies

Recommended Settings:

  • Summer Camps
  • Classrooms
  • Before & After-School Programs
  • Homeschools
  • Libraries and Makerspaces
  • Classroom STEM Stations
  • Tech Ed Classrooms
  • Out-of-School

Tech Requirements:

  • One device per student with at least:
    • Operating System: Window 7 or newer
    • Processor: Minimum 2.5 GHz Dual-Core
    • Storage: Minimum 4GB
    • Direct X: DirectX 11
    • Graphics: Minimum NVIDIA GeForce 760, AMD Radeon R7 270X, or better
  • High-speed internet connection

Each Activity Includes:

  • Remote, dedicated instructor to teach curriculum
  • Vocabulary
  • ISTE Standard concepts
  • Real-world application concepts

Curriculum Topics:

  • Mindset Management
  • Mindset in the Professional World
  • Self-awareness
  • Self-Management
  • Responsible Decision-Making
  • Emotional Resilience
  • Using Failure
  • Understanding Recovery
  • Team Expectations
  • Teamwork
  • Digital Citizenship
  • Social Awareness
  • Understanding Roles
  • Relationship Skills
  • Compassionate Leadership
  • Developing a Growth Mindset
  • Goal Setting
  • Goal-Directed Behavior
  • Practicing Efficiently
  • Training Mind and Body
  • Improving Gamesense
  • Applying Knowledge
  • History of Esports
  • Careers in Esports
  • Careers and Skill Marketing

Reusability:

  • Annual Subscription: Renew to keep expanding on game design knowledge and topics.

Product Orientation:

  • Guided-setup and 1-hour orientation included

Habits of Mind:

16 thinking habits developed by Art Costa and Bena Kallick to empower students to succeed in a 21st-century learning environment.

  • Persisting
  • Managing Impulsivity
  • Listening with Understanding and Empathy
  • Thinking Flexibly
  • Thinking about Thinking (Metacognition)
  • Striving for Accuracy
  • Questioning and Posing Problems
  • Applying Past Knowledge to New Situations
  • Thinking and Communicating with Clarity and Precision
  • Gathering Data through All Senses
  • Creating, Imagining, Innovating
  • Responding with Wonderment and Awe
  • Taking Responsible Risks
  • Finding Humor
  • Thinking Interdependently
  • Remaining Open to Continuous Learning

21st Century Skills:

A set of widely-applicable abilities essential for success in the information age.

  • Health Literacy
  • Creativity and Innovation
  • Critical Thinking and Problem Solving
  • Communication
  • Collaboration
  • Information Literacy
  • Media Literacy
  • ICT (Information, Communications, and Technology) Literacy
  • Flexibility and Adaptability
  • Initiative and Self-Direction
  • Social and Cross-Cultural Skills
  • Productivity and Accountability
  • Leadership and Responsibility

© 2018 Partnership for 21st Century Learning (P21), p21.org. All Rights Reserved. P21 was not involved in the production of this product and does not endorse it.

Common Core State Standards for English Language Arts:

  • CCSS.ELA-LITERACY.SL.6.1: Engage effectively in a range of collaborative discussions (one-on-one, in groups, and teacher-led) with diverse partners on grade 6 topics, texts, and issues, building on others' ideas and expressing their own clearly.
    • Up to CCSS.ELA-LITERACY.SL.11-12.1: Initiate and participate effectively in a range of collaborative discussions (one-on-one, in groups, and teacher-led) with diverse partners on grades 11-12 topics, texts, and issues, building on others' ideas and expressing their own clearly and persuasively.
  • CCSS.ELA-LITERACY.SL.6.2: Interpret information presented in diverse media and formats (e.g., visually, quantitatively, orally) and explain how it contributes to a topic, text, or issue under study.
    • Up to CCSS.ELA-LITERACY.SL.11-12.2: Integrate multiple sources of information presented in diverse formats and media (e.g., visually, quantitatively, orally) in order to make informed decisions and solve problems, evaluating the credibility and accuracy of each source and noting any discrepancies among the data.
  • CCSS.ELA-LITERACY.SL.6-12.4: Present claims and findings, sequencing ideas logically and using pertinent descriptions, facts, and details to accentuate main ideas or themes; use appropriate eye contact, adequate volume, and clear pronunciation.
    • Up to CCSS.ELA-LITERACY.SL.11-12.4: Present information, findings, and supporting evidence, conveying a clear and distinct perspective, such that listeners can follow the line of reasoning, alternative or opposing perspectives are addressed, and the organization, development, substance, and style are appropriate to purpose, audience, and a range of formal and informal tasks.

© Copyright 2010. National Governors Association Center for Best Practices and Council of Chief State School Officers. All rights reserved.

International Society for Technology in Education:

  • 1.1.a: Students articulate and set personal learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process itself to improve learning outcomes.
  • 1.1.b: Students build networks and customize their learning environments in ways that support the learning process.
  • 1.2.a: Students cultivate and manage their digital identity and reputation and are aware of the permanence of their actions in the digital world.
  • 1.2.b: Students engage in positive, safe, legal and ethical behavior when using technology, including social interactions online or when using networked devices.
  • 1.3.a: Students plan and employ effective research strategies to locate information and other resources for their intellectual or creative pursuits.
  • 1.3.d: Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.
  • 1.4.a: Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
  • 1.4.d: Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.
  • 1.5.b: Students collect data or identify relevant data sets, use digital tools to analyze them, and represent data in various ways to facilitate problem-solving and decision-making.
  • 1.5.c: Students break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.
  • 1.6.c: Students communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.
  • 1.6.d: Students publish or present content that customizes the message and medium for their intended audiences.

ISTE Standards for Students, ©2016, ISTE® (International Society for Technology in Education), iste.org. All rights reserved. ISTE was not involved in the production of this product and does not endorse it.

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