CSTA Presentation Resource

Esports in Education

Explore curriculum, career pathways, digital citizenship, wellness, communication, and project-based learning through an educator-focused esports course model.

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Presentation

Watch the presentation

Watch the recorded presentation for a guided walkthrough of the course model, curriculum ideas, student projects, career pathways, wellness, and classroom setup.

Watch the presentation, then use the sections below to revisit curriculum ideas, projects, career pathways, and classroom resources.

Why Esports?

Interest becomes a context for deeper learning

The Hartford Union High School model uses competitive digital play as a starting point for learning around computer science, communication, reflection, teamwork, wellness, and career readiness.

Student Interest

A meaningful entry point

Esports can connect existing student interests with analysis, technology, creativity, communication, and career exploration.

College & Careers

Pathways beyond competition

Students can investigate production, marketing, technology, coaching, health, business, media, and collegiate opportunities.

Computer Science & STEM

Technical and creative work

Projects can combine coding, data, media production, design, systems thinking, and technical troubleshooting.

Belonging & Voice

Participation and reflection

The presenters observed broad participation, inclusivity, problem solving, reflection, and students eager to engage with school.

Life Skills

Learning under pressure

Competitive situations create authentic opportunities to discuss communication, decision-making, self-control, recovery, and stress management.

Class or Club?

Two formats, different purposes

The presentation does not force one answer. It shows how curricular and extracurricular formats can serve complementary goals.

Club or Team

Community and practice

A club can center participation, team culture, practice, competition, scouting, and shared experiences.

Curricular Course

Structured learning

A course can add learning objectives, mini-lessons, reading, writing, coding, digital artifacts, wellness, reflection, assessment, and career exploration.

Both Can Coexist

Connected opportunities

A course and a club can support different needs while sharing equipment, expertise, and a broader community.

Hartford Course Model

A practical high-school implementation

This model is presented as one school’s approach, offering educators a foundation they can adapt to local needs, schedules, and approved platforms.

Course Description

A broad introduction

The course introduces esports foundations, professional roles, streaming, industry context, competitive experiences, and the wider ecosystem. In the presenter’s model, it is an elective.

Pathway & Audience

Grades 10–12 model

The presenter’s current course serves grades 10–12 and expects prior introductory programming experience. The surrounding pathway includes computer science, Python, Java, and AI coursework.

Class Structure

Learn, participate, reflect

Daily mini-lessons connect with active participation, peer coaching, critical thinking, portfolio work, reflection, career exploration, and health and wellness.

Starter Course Map

Five-unit curriculum

Use this outline as a starting point rather than a turnkey curriculum. Each unit can grow into lessons, projects, reflection prompts, and local partnerships.

Unit 1

Conduct, Wellness & Stereotypes

Establish expectations while exploring anger, stereotypes, responsible participation, and healthy decision-making.

Unit 2

History & Current Landscape

Study how organized esports developed and how the field continues to change.

Unit 3

Skills for Work

Connect analysis, collaboration, communication, and technical thinking to future work.

Unit 4

Digital Resume & Online Safety

Build a digital resume while examining privacy, identity, and responsible online participation.

Unit 5

Careers & Job Shadows

Investigate career pathways and connect classroom learning with professionals and workplaces.

Project-Based Learning

Projects and presenter examples

Keep the learning task central so educators can substitute another approved platform when needed. Linked materials remain with their original sources.

Strategy & Communication

Team Strategy Playbook

Students create a team playbook and connect competitive strategy with planning, communication, and concepts used in traditional team sports.

Media Production

Highlight Reel & Practice Pack

Students create a digital highlight reel and design a practice experience for classmates while considering audience, editing, and improvement.

Creative Design

Design the Next Season

Students pitch a future season by combining creative design, storytelling, audience thinking, and presentation skills.

Identity & Reflection

The Story of You

Students translate personal strengths, experiences, interests, and goals into powers, roles, and narrative elements.

Examples from the Presenters

Teacher-facing starting points

These links provide planning examples and prompts without copying or republishing the original files.

Weekly Task

Example 1

A teacher-created weekly task from the presentation.

View Weekly Task 1 ↗

Weekly Task

Example 2

A second teacher-created weekly task for planning and reflection.

View Weekly Task 2 ↗

Weekly Task

Example 3

A third example showing how recurring learning tasks can be structured.

View Weekly Task 3 ↗

Project Prompt

Project Example 1

A teacher-facing project prompt shared in the original presentation.

View Project Example 1 ↗

Project Prompt

Project Example 2: Document

A document-based example for extending classroom learning.

View Project Document ↗

Project Prompt

Project Example 2: Slides

A presentation-based companion example from the source deck.

View Project Slides ↗

Coding Project

Programming Example

A teacher-created coding project prompt shared through the presentation.

View Coding Project ↗

Career Pathways

A much wider professional ecosystem

Esports connects with technology, media, business, education, health, events, communication, and many other professions beyond the competitor role.

Competition & Coaching

Teams and performance

Player, coach, recruiter, scout, analyst, and team manager.

Media & Content

Tell the story

Photographer, videographer, journalist, content creator, and editor.

Broadcast & Events

Produce live experiences

Caster, stream producer, event director, and live-production roles.

Technology & Development

Build and support systems

Network technician, engineer, software development, quality assurance, and technical support.

Marketing & Digital

Reach an audience

Social media, web design, creative strategy, and graphic or video production.

Business & Administration

Operate organizations

Sales, human resources, partnerships, finance, legal, and rights or licensing.

Health & Performance

Support people

Wellness coaching, nutrition, psychology, fitness, and physical training.

Education & Research

Teach and investigate

Teacher, coach, curriculum writer, instructor, and researcher.

Start with What You Have

Infrastructure and classroom setup

The presentation shows a practical school implementation rather than a purpose-built arena. Begin with learning goals, network planning, available equipment, and flexible collaboration space.

Network

Plan a stable environment

A network engineer helped the Hartford program create an isolated network for its classroom implementation.

Computers

Rethink available hardware

The program looked for practical funding and reuse approaches rather than assuming every device needed to be new.

Controllers

Build in stages

Club and activity funds helped provide controllers while the overall learning space developed over time.

Future Additions

Prioritize learning first

Additional hardware and furniture can be considered after the learning goals, network, and initial workflow are established.

Room Layout

Support on-screen and off-screen work

Perimeter computer stations, shared central tables, and wall displays can create space for technology use, discussion, writing, and collaboration.

Further Learning

Resources for educators

Use the source presentation, professional organizations, curriculum references, and career materials to continue planning.

Source Presentation

Original Presentation Slides

Review the slide deck created by Bob Sliwinski and Valerie Verhunce.

View Presentation Slides ↗

Video

E-sports Is Real Sports

A TEDx talk linked from the presentation’s comparison with traditional team sports.

Watch the TEDx Talk ↗

Book

The Book of Esports

A history and industry resource by William Collis referenced in the presentation.

View the Book Resource ↗

Curriculum

PlayVS Curriculum Resources

Explore current school-focused esports curriculum information and supporting materials.

Visit PlayVS ↗

College Pathway

Lakeland University Esports

One current collegiate example connected with program and scholarship exploration.

Explore the Program ↗

Collegiate Association

NACE

Explore information about collegiate esports programs, competition, and scholarships.

Visit NACE ↗

Career Research

Esports-Related Professions Map

View the source version of Nicolas Besombes’s broader professions map.

View the Professions Map ↗

Presentation Source

Credit and context

This resource is based on a CSTA virtual presentation by Bob Sliwinski, Math and Computer Science Teacher, and Valerie Verhunce, Director of Technology & Future Ready Learning, at Hartford Union High School.

Use interest to open new learning pathways.

Adapt the course model, projects, and resources to fit your students, school policies, available technology, and local opportunities.