The History of Gaming and Esports Course
This course explores the technologies and design principles that have founded video game technology development over the last 50 years. In this course, students will:
- Examine the impact of video games on culture and the economy
- Discuss the risks and dangers of video games
- Identify career paths and opportunities in gaming
The History of Gaming and Esports Course for the Secondary CTE Classroom
Prepare students to learn about the founding technology behind modern video games, the current gaming and esports landscape, the risks and dangers of video games, and the career path for gamers.
Student-Centered Design
Based on decades of educational research, each course is designed to maximize student learning, motivation, and achievement. Utilize pedagogical concepts such as Understanding by Design, Growth Mindset, and Video and Project-based Learning.
Interactive Learning
Engage students every step of the way with relevant content, interactives, videos, discussion boards, text-to-speech, language translations, projects, and more. It’s a learning experience students love.
Ready for the Real World
Students become career ready when they go beyond understanding concepts to applying them in real life. Through practical activities, students gain the skills they need for in-demand careers.
Equip students with knowledge of video game development
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Course Outline
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Module Introduction
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Interactive Instructional Design
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Formative and Summative Assessments
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Accessibility
Course Outline by Module
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- Module 1: Atari and the Introduction to Video Game History
- Module 2: Nintendo and Game Boy
- Module 3: Super Nintendo, Sega, and Computer Games
- Module 4: PlayStation
- Module 5: Xbox
- Module 6: Wii, Kinect, and Active Gaming
- Module 7: Mobile Games
- Module 8: Augmented and Virtual Reality Gaming
- Module 9: History and Current State of Esports
- Module 10: Contemporary Issues in Esports
Module Introduction
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Module Introduction Video and DescriptionEach module begins with an introductory video where the instructor sets the stage for topics and learning objectives for the upcoming module. The video is followed by a short description of the module content.
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Module Learning ObjectivesEach module introduction includes the set of learning objectives for students to review prior to beginning instruction.
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Polling QuestionStudents engage with an interactive poll related to the upcoming module content. After completing the poll, students can see how their peers responded with a percentage breakdown of the results.
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Introduce New VocabularyThe module introduction concludes with an interactive vocabulary matching activity, designed to familiarize students with words and concepts they will learn in the upcoming module.
Interactive Instructional Design
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Engaging Lesson VideosEach lesson begins with an instructional video from an expert educator, designed to grab students’ attention while addressing learning objectives.
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Interactive ReadingEach lesson video is followed by an interactive reading where students dive into new material with embedded interactives like hot spots, flip cards, slides, videos, and more!
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Integrated ActivitiesActivities are embedded purposefully between lessons and incorporate a variety of interactive tools for students to practice what they’ve learned.
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Project-Based LearningEnd-of-module projects provide the opportunity for students to apply what they’ve learned to a real-world situation that they would encounter in the workforce.
Formative and Summative Assessments
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Concept CheckEmbedded concept checks include a variety of low-stakes activities, including short answer responses, matching, flashcards, and sorting.
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Discussion-based ReflectionsThought-provoking discussion prompts invite students to process and share their learning with their peers. Utilize your LMS discussion board or have students work in an individual course journal.
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Short Answer AssignmentsShort answer assignments are included at the end of each module, providing an opportunity for students to analyze and apply their learning to a real-world situation. Students are supplied with a detailed assignment rubric, with clear expectations.
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Module QuizzesEach module concludes with a quiz, assessing student understanding. Quizzes are auto-scored and the results report back to the teacher’s gradebook in their LMS.
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Final ExamA comprehensive final exam assesses student skills and knowledge at the end of the course. The final exam is auto-scored and the results report back to the teacher’s gradebook in their LMS.
Accessibility
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Text-to-SpeechAudio features allow greater accessibility for students. Highlight any text within the course to have it read out loud, including image alt text.
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Language TranslationsTranslate any text within the course, including video transcripts, into 60+ languages. Additionally, many language translations can be read out loud using the text-to-speech feature.
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Closed CaptioningAll videos within the course include closed captioning with the ability to access video transcripts and translate into 60+ languages.
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Alternative ActivitiesAlternative activities are embedded throughout lessons to meet accessibility standards and provide alternatives to the interactive activities in multiple choice format.
Explore The History of Gaming and Esports content to promote learning
Course Preview
Get a sneak peek into the The History of Gaming and Esports course, featuring key learning highlights.
Digital Tour
Experience the engaging instructional design and learn about system integrations.
Flexible System Integrations for Your The History of Gaming and Esports CTE Program
Seamless Integration With Your LMS
CTE has never been more accessible with digital courses that integrate smoothly with your Learning Management System. Course materials are available anytime, anywhere, all in your familiar and convenient LMS.
Additional The History of Gaming and Esports Resources
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Downloadable Instructors’ Guide
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Course Syllabus
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On-Demand Training
Downloadable Instructors’ Guide
Course Syllabus
The syllabus includes a high-level course overview, module overviews, and module learning objectives.
On-Demand Training
Frequently asked questions about The History of Gaming and Esports
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What modules are covered in this course?
- Module 1: Atari and the Introduction to Video Game History
- Module 2: Nintendo and Game Boy
- Module 3: Super Nintendo, Sega, and Computer Games
- Module 4: PlayStation
- Module 5: Xbox
- Module 6: Wii, Kinect, and Active Gaming
- Module 7: Mobile Games
- Module 8: Augmented and Virtual Reality Gaming
- Module 9: History and Current State of Esports
- Module 10: Contemporary Issues in Esports
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What grade levels is this text appropriate for?Grades 6–12
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What types of programs is this course designed for?This program is designed for CTE STEM pathways or elective offerings.
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Is this program available in print or digitally?The History of Gaming and Esports is a robust, digital-only course ideal for virtual or blended learning.
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What teacher resources are available?Teacher resources include the course syllabus, instructors’ guide, and digital courseware access. Additionally, an on-demand, self-paced teacher training course covers the fundamentals of implementing the curriculum.
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Which Learning Management System (LMS) does this course integrate with?Digital courseware is delivered by LTI integration with the following Learning Management Systems: Canvas®, Schoology®, Blackboard®, Moodle®, AGILIX® Buzz®, D2L or Focalpoint.
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What are the digital license options?Student digital access to The History of Gaming and Esports can be purchased for 1 year.
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How long does it take to complete the course?The History of Gaming and Esports is designed to support a full-credit course and therefore may be used to support a semester- or year-long option. On average, this course requires 80 instructional seat-time hours, equating to roughly 3–4 lessons per week. Teachers can make course customizations if desired to meet specific needs.