Esports (also known as electronic sports, Esports, e-sports, competitive (video) gaming, professional (video) gaming, or pro gaming) is a form of competition that is facilitated by electronic systems, particularly video games. The input of players and teams, as well as the output of the Esports system, are mediated by human-computer interfaces. Most commonly, Esports take the form of organized, multiplayer video game competitions, particularly between professional players.
What is the role of Esports in Education?
Over 2.2 Billion people play games worldwide and a large percentage of which, play or watch competitive games across several platforms such as PC, Console or Mobile phones/devices.
PERSONAL DEVELOPMENT SKILLS
Esports has been proven to address several key developmental areas, which is why many schools and universities around the world are adopting it as part of their extra-curricular activities.
What is the role of Coding and Robotics in Education?
The Fourth Industrial Revolution (4IR) is the fourth major industrial era since the initial Industrial Revolution of the 18th century. It is characterized by a fusion of technologies that is blurring the lines between the physical, digital, and biological spheres. It is marked by emerging technology breakthroughs in a number of fields, including robotics, artificial intelligence, blockchain, nanotechnology, quantum computing, biotechnology, The Internet of Things, The Industrial Internet of Things (IIoT), fifth-generation wireless technologies (5G), additive manufacturing/3D printing and fully autonomous vehicles.
How does Coding & Robotics fit into Esports?
Throughout the world and now trending rapidly in South Africa is coding and robotic competitions between students, schools and universities, commonly referred to as hackathons.
A hackathon is defined as an event, typically lasting several days, whereby many people meet to engage in collaborative computer programming.
During a Hackathon, people spend a short period of time, usually between 24-48h (can go up to a week), building, creating and delivering a product. The idea is to collaboratively code in an extreme manner, to start from scratch and end with a working prototype. It’s often a sort of competition, where teams of programmers, developers, designers and project managers come together to design & build a nice product, a software project.
Coding & Robotics Benefits
Abstract & out the box thinking
PERSONAL DEVELOPMENT SKILLS
4th INDUSTRIAL REVOLUTION
21st Century skills development
Digital economy readiness
Robotics is the “fun” part of coding and is an effective way to learn about computer programming.
In south Africa there are some internationally recognised Olympiads, such as WRO where students compete against each other by building robots to complete designated tasks in a collaborative and competitive environment.
In summation, there are three key components to a well-rounded Esports solution that provides critical 21st century skills for the 4th industrial revolution:
Learning through Play
Learning through Computation
Learning through Making
Benefits for Students
Preparing students for 21st Century success: It should be noted that individuals who play such Esports games are able to better track objects appearing simultaneously and process fast-changing visual information more efficiently. This research was conducted by the University of Rochester and was proven to improve the mindset and thinking abilities of individuals.
The University of Rochester also tested Esports gaming as a stimulus for improving your vision. The ability, called contrast sensitivity function, allows people to discern even subtle changes in shades of grey against a uniformly coloured backdrop. This is also one of the first visual aptitudes to fade with age. Therefore, a regular regimen of Esports game training can provide long-lasting visual power.
- Transformative: an opportunity to transform students’ futures through digital sports and an introduction to technology at an early age.
- Personalized: There is an Esports/Gaming title for any age, gender race or social background.
- Adaptive: Analytic backend to identify at risk students early on.
Benefits to Teachers
If students have an emotional connection with the school through a platform such as Esports or any other extramural activity, teachers will have a better response from their students during classroom time.
- Integrated resources: With the country adopting ICT solutions in schools through the likes of “Operation Phakisa”, students will have a great connection and understanding of education-centric technology using games that make learning fun.
- Flexible: Esports is an online activity and negates the need for physical travel between schools to compete and play. This is the same for coaches who can connect from anywhere in the country to a school, provided there is an internet connection.
- Controlled: All technology from a hardware and software perspective are controlled by an I.T administrator, and the same can be applied to PC gaming and Esports.
Benefits to the Economy
Esports and Gaming is a multi-billion-dollar industry world-wide. As it stands, Esports alone is a R20mil industry in 2017 [ref], with start-up companies investing in the broadcasting of events, journalism, competing, event hosting, Multi-gaming organizations (MGO’s)
- Job creation: Playing, hardware sales and technical support, broadcasting, journalism, event hosting, entrepreneurial
- Leverages local resources: manufacturers, developers, educators
- Supports public/private partnerships: governments, municipalities, private enterprise, non-profit organizations – all can work together toward a common goal
- Educated workforce builds national technology sector.
- Export opportunities: The power of online, Esports can produce local talent and skillsets within the I.T sector, from Athletes, to broadcast professionals, bloggers, Vloggers.
- Cost efficiency: The hardware and software and basic infrastructure needs to have an Esports/Gaming facility is a fraction of the cost compared to traditional sporting facilities.
The sport industry in South Africa needs to keep up with the latest trends in global academics & sporting environments in order to take part in the so-called “Fourth Industrial Revolution”. On-Target’s training, academic & sport curriculum includes:
Where sports and play create a multimedia training experience
Coding & Hack-A-Thon Educational Projects
Coding & Hack-A-Thon Educational Projects
Creation using Computer Motor Function Skills and Automation
Smart Digitisation – IoT, 5G Technologies, Automation,
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