A4 Artikkeli konferenssijulkaisussa
Foundations for Esports Curricula in Higher Education (2021)


Scott, M. J., Summerley, R., Besombes, N., Connolly, C., Gawrysiak, J., Halevi, T., Jenny, S. E., Miljanovic, M., Stange, M., Taipalus, T., & Williams, J. P. (2021). Foundations for Esports Curricula in Higher Education. In C. Schulte, & B. A. Becker (Eds.), ITiCSE-WGR '21 : Proceedings of the 2021 Working Group Reports on Innovation and Technology in Computer Science Education (pp. 27-55). Association for Computing Machinery. Annual Conference on Innovation & Technology in Computer Science Education. https://doi.org/10.1145/3502870.3506566


JYU-tekijät tai -toimittajat


Julkaisun tiedot

Julkaisun kaikki tekijät tai toimittajatScott, Michael James; Summerley, Rory; Besombes, Nicolas; Connolly, Cornelia; Gawrysiak, Joey; Halevi, Tzipora; Jenny, Seth E.; Miljanovic, Michael; Stange, Melissa; Taipalus, Toni; et al.

EmojulkaisuITiCSE-WGR '21 : Proceedings of the 2021 Working Group Reports on Innovation and Technology in Computer Science Education

Emojulkaisun toimittajatSchulte, Carsten; Becker, Brett A.

Konferenssin paikka ja aikaVirtual26.6.2021- 1.7.2021

ISBN978-1-4503-9202-0

Lehti tai sarjaAnnual Conference on Innovation & Technology in Computer Science Education

ISSN1942-647X

Julkaisuvuosi2021

Artikkelin sivunumerot27-55

KustantajaAssociation for Computing Machinery

KustannuspaikkaNew York

JulkaisumaaYhdysvallat (USA)

Julkaisun kielienglanti

DOIhttps://doi.org/10.1145/3502870.3506566

Julkaisun avoin saatavuusEi avoin

Julkaisukanavan avoin saatavuus

Julkaisu on rinnakkaistallennettu (JYX)https://jyx.jyu.fi/handle/123456789/79255

Julkaisu on rinnakkaistallennettuhttps://repository.falmouth.ac.uk/4462/


Tiivistelmä

Esports has generated an industry of increasing economic and cultural importance. In recent years, universities and other higher education institutions have responded to its growth by establishing programmes of study which aim to satisfy the needs of innovators operating in the area. However, there is not yet consensus on what an esports curriculum should include. Despite being a technology-driven sector with ethical and professional dimensions that intersect computing, current ACM and IEEE curricula do not mention esports. Furthermore, existing courses tend to provide teaching and training on a wide variety of topics aside from those traditionally in computer science. These include: live events management; psychological research; sports science; marketing; public relations; video (livestream) production; and community management; in addition to coaching and communication. This working group examined the requirements for developing esports studies at universities with a focus on understanding career prospects in esports and on the challenges presented by its interdisciplinary complexity. Thereby, paving the way for a framework to support the design of esports curricula in higher education.


YSO-asiasanatelektroninen urheiluopetuskorkea-asteen koulutusopetussuunnitelmatkoulutusohjelmatkehittäminenyliopistotkorkeakoulut

Vapaat asiasanatesports; curriculum; course design; higher education


Liittyvät organisaatiot


OKM-raportointiKyllä

Raportointivuosi2021

JUFO-taso1


Viimeisin päivitys 2024-03-04 klo 19:45