On October 29, 2016, millions of people around the world will watch an event take place at a sold out Staples Center in Los Angeles. There will be more who watch this event online, via Twitch.tv, than watched the NBA Finals and World Series combined. However, you may not be aware this event is even happening. At 11:00 PM GMT, Samsung Galaxy will take on SK Telecom T1 in the League of Legends final. If you are not sure what that means, read this story from the Wall Street Journal.
But while there are millions watching this match, the thought may cross your mind if eSports has educational value. Looking at the ages of the participants, many are still high school or college aged. Working from the 2016 International Society for Technology in Education Standards for Students, there is an internationally recognized set of standards that provides a great place to start the conversation. As one goes through the standards, and having an understanding that eSports is more than just playing video games, it is fascinating how closely eSports align with these standards. The specific eSport I will address for this series of posts will be League of Legends.
With seven standards, there is a lot to analyze. Each standard is represented, as are most of the indicators. With over 100 million active League of Legends users (more than the 83 million Netflix subscribers, or the 93 million Spotify subscribers) it is important for educators to not pass this opportunity based on past prejudices about video games and eSports.
Video games have come a long way. It is time educators embrace them.
- The Empowered Learner and eSports
- The Digital Citizen and eSports
- The Knowledge Constructor and eSports
- The Innovative Designer and eSports