Difference between revisions of "Esports: Engaging Education"

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== Overview ==
 
== Overview ==
  
 
Digital Schoolhouse’s esports report, [http://www.digitalschoolhouse.org.uk/system/files/cms/docs/DSH%20Tournament%20Report%202018_Final%20Artwork_SCREEN.pdf Esports: Engaging Education] was released in September 2018 at the Ukie AGM in Birmingham. The report was the first of its kind to formally review the impact of esports in school education including positive behavioral changes and influences on student career aspirations.   
 
Digital Schoolhouse’s esports report, [http://www.digitalschoolhouse.org.uk/system/files/cms/docs/DSH%20Tournament%20Report%202018_Final%20Artwork_SCREEN.pdf Esports: Engaging Education] was released in September 2018 at the Ukie AGM in Birmingham. The report was the first of its kind to formally review the impact of esports in school education including positive behavioral changes and influences on student career aspirations.   
  
Research was conducted by [http://www.staffs.ac.uk/ Staffordshire University], supported by [http://www.digitalschoolhouse.org.uk/school/newman-university Newman University], and based on results from the Digital Schoolhouse Esports Tournament 2018.
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Research was conducted by [http://www.staffs.ac.uk/ Staffordshire University], supported by [http://www.digitalschoolhouse.org.uk/school/newman-university Newman University], and based on results from the Digital Schoolhouse Esports Tournament 2018.
  
 
== Key Findings ==
 
== Key Findings ==

Latest revision as of 16:20, 15 July 2019

Back to Digital Schoolhouse

Overview

Digital Schoolhouse’s esports report, Esports: Engaging Education was released in September 2018 at the Ukie AGM in Birmingham. The report was the first of its kind to formally review the impact of esports in school education including positive behavioral changes and influences on student career aspirations.

Research was conducted by Staffordshire University, supported by Newman University, and based on results from the Digital Schoolhouse Esports Tournament 2018.

Key Findings

  • 82 per cent of players said they were more likely to participate in other team sports, as a result of taking part in the Digital Schoolhouse esports tournament
  • 94 per cent said that taking part in the tournament made them more interested in computers/computing subjects
  • 88 per cent of students said that taking part in the tournament made them more interested in a career in the video games industry
  • The study saw improvements in skills such as teamwork (80 per cent), communication (74 per cent), improved confidence skills as well as stronger friendship bonds over the course of the tournament (67 per cent).

Download

The full report is available via the Digital Schoolhouse website.