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CAN VIDEO GAMES HELP SCHOOLS CATCH UP WITH THE DIGITAL WORLD?

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The Interactive Software Federation of Europe (ISFE), has published the results of its Games in Schools project. 

It comes in advance of next week’s publication of the European Commission’s updated Digital Education Action Plan. The Games in Schools project includes a new teachers’ handbook, a resource created for teachers, in collaboration with European Schoolnet (a network of 34 Ministries of Education).  

It is designed to provide educators with training on how to use commercial video games for teaching support in the classroom – to support student engagement and the development of digital competences, boost digital literacy and help fill the digital skills gap in Europe. 

Discussing the project ISFE CEO, Simon Little, said: 

“There is a wealth of evidence that the use of video games in the classroom boosts important 21st century skills: teamwork, communication, problem solving, critical thinking,  analytical skills and much more. 

“Video games are central to today’s society, and the European Commission should use the Digital Education Action Plan to encourage all national governments to embrace the opportunity for digital growth and employment in Europe that they represent and to follow the Polish Government’s example by adding them to the school curriculum. 

“Europe’s video games industry is worth €21.6bn and it has grown 55% over the past five years. Europe’s educators need to catch up and prepare our young people for the jobs of the future.”

 

The European Commission cites the Action Plan as a key instrument in the COVID-19 recovery process.  A recent Ipsos MORI study commissioned by ISFE found that one in five parents agreed that video games had helped with their children’s education and schooling and a high proportion of parents agreed that playing video games had a positive impact on mental health during lockdown. Video games were a valuable tool for people to stay connected with friends and family online, for education, fitness and entertainment during the worst of the pandemic.

European Schoolnet Executive Director, Marc Durando, commented, : 

“The pandemic has shone a light on the importance of supporting teachers to use digital tools in a pedagogically effective way. Video games have the potential to not only engage students in learning but to also turn them from passive consumers of digital media to creators and developers that shape the digital media of tomorrow. 

“The Games in Schools project has provided teachers with training and guidance on how to achieve this shift through pedagogically grounded learning activities which make use of video games in the classroom.’’

 

The results of Games in Schools, which successfully reached more than 4,200 teachers across Europe in 2019, and the new teachers’ handbook will be presented on 29 September at a free online event, “Learning by Playing”, supported by Sabine Verheyen, Chair of the European Parliament’s Culture and Education Committee with a keynote speech by Antoaneta Angelova-Krasteva, Director for Innovation, International Cooperation & Sport, DG EAC, European Commission.

 

AYO.NEWS says:

We’ve often argued that education, at least in the UK, Europe, and North America, is failing students and preparing the ground for a skills crisis in the long-term. 

Though there are many factors contributing to this, one of the most apparent is the sloth-like pace of change in the public education systems, meaning teachers lack current knowledge and skills, and courses are often obsolete by the time they are launched. 

However, the video games (and esports) industries, embody precisely the opposite qualities – being extremely informed, dynamic, and willing to embrace new ideas and ways of doing things. So, it makes sense that video games can play a pivotal role in education – not only in helping engagement and digital skills, but also in fostering a proactive, 21st century mindset. 

 

‘AYO.NEWS says’ features the opinion of the author and does not necessarily reflect the views of Pentagon Digital Limited or its affiliates or associates. 
All original content featured on this site is © Pentagon Digital Limited, 2020
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LEXUS SUPPORTS ESPORTS AWARDS FOR THIRD CONSECUTIVE YEAR

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Luxury carmaker Lexus is returning to support the Esports Awards for a third year running

As Official Auto Partner of the awards, the company will be working with the Esports Awards on a number of activations that incorporate their vehicles. Lexus will also sponsor both the Esports Organisation of the Year and Streamer of the Year awards. 

Lexus made its esports debut with the Esports Awards in 2019, when it provided several supercars from blockbuster movies, which took centre stage at the Esports Stadium Arlington. Last year, the carmaker collaborated on exclusive content as part of the highly successful virtual ceremony. 

“It’s an honour to be able to welcome Lexus as a partner for the third year in a row. After supporting us through a successful virtual ceremony last year, it speaks volumes that Lexus has once again committed to going all-in and driving the esports ecosystem forward. Both of our brands focus on prestige and excellence, and I look forward to showcases our joint values as we return to a physical event in November,” said Michael Ashford, Managing Director, Esports Awards.

READ MORE: EXPEDIA MAKES ESPORTS DEBUT AS SPONSOR OF THE ESPORTS AWARDS

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REKTGLOBAL BRINGS TOP GAMING TALENT TO INFINITY FESTIVAL 2021

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ReKTGlobal, the digital entertainment and esports organization, has been named one of the official presenters of gaming content at the 2021 Infinity Festival. 

On 3 November, superstar gaming creators Ally Battaggia (a.k.a TheGeekEntry) and Gabby Murray will join Stove’s Kitchen and Paul Shaw in a panel exploring the content creator economy. In addition, ReKTGlobal CCO Kevin Knocke will share his unique expertise in a panel on esports.   

Battaggia, who has a growing following across social media, took on streaming during lockdown, joining the fan-favorite NoPIxel GTA RP server. Since then, she’s become a mainstay participant, even crafting a NFT/TCG collection from her beloved GTA RP character. With 9.6M social media followers, Murray has built a fanbase as a multi-talented lifestyle and gaming content creator, with a Discord community that is expanding by the day.

Top gaming creator Stove’s Kitchen (whose real name is Steven Cho), part of the Team RAR (Rare and Ridiculous) internet group, has a devout fan following on his YouTube channel, where he posts gaming and challenge videos. Meanwhile, Shaw oversees Special Projects at TalentX Entertainment, a subsidiary of ReKTGlobal. The four will join forces for Making a Living as a Content Creator: Much More Than Gaming — a panel that explores what sets livestream content monetization and strategy apart from pre-produced content. 

Also on 3 November, Knocke will take part in an esports panel with Darin Kwilinski, Lead Content Producer at IGN Entertainment, and Amanda Solomon, CEO at Tyrus Talent Management. The panel, Esports or Esports? Does It Matter? will break down misconceptions about esports to separate the hype from actual substance. 

Knocke, who has been competitively gaming since he was a kid, has years of involvement with high profile companies and events in the esports business – specifically Blizzard Entertainment, IGN, SiriusXM, Sony, South by Southwest, E3, PAX, and Ubisoft — giving him a broad perspective on the industry. Before joining IGN, Kwilinski, a lifelong gamer, was a senior editor for esports at ESPN, establishing its vision and voice. Solomon is an executive with a well of expertise in the strategic sales and partnerships realm, specializing in esports, gaming, and talent. 

Now in its exciting fourth year, the forward-focused Infinity Festival is the place where Hollywood meets Silicon Valley. The multi-day annual event, held in Los Angeles, brings together Hollywood’s finest storytelling talent with the innovative creators of cutting-edge technology. For 2021, Infinity Festival will blend in-person and virtual events for a unique hybrid experience. 

The in-person portion will be held in several adjacent Hollywood locations with most events happening at Goya Studios and the Dream Hotel; the online component will be presented through the easy-to-use FNvirtual event platform. The festival will continue its theme of “Story Enabled by Technology” with an entirely new slate of innovative programming, including industry-leading speakers, panel discussions, an exhibition hall, innovation labs, and a fine art gallery, each with an emerging-tech focus.

For tickets and additional information, visit infinityfestival.com.

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TEAM SINGULARITY TO LAUNCH FAN TOKENS VIA BLOCKSPORT

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Danish esports organisation Team Singularity has extended its partnership with Swiss fan engagement platform Blocksport.

The multi-year agreement will see the launch of the $SNG Fan Token, giving holders access to unique opportunities to influence team-related decisions, enter the fast-track at SNG Academy, access exclusive content, train with professional esports athletes and more.

$SNG Fan Tokens are expected to launch in December 2021 with a supply of 3M, and will be priced at €1 each in the initial sale.

Commenting on the news, Atle S. Stehouwer, CEO and Founder of Team Singularity, said: “I am happy that our partnership with Blocksport is officially extended and we can finally announce the next step in our collaboration.”

Vladimir Liulka, CEO and Co-Founder of Blocksport, added: “We are happy to extend our exclusive partnership with Team Singularity and launch $SNG Fan Token for their fans. Singularity has a global and awesome fan community. The Token opens up a new world – an environment in which they have the chance to be very close to their favorites players and team”.

Team Singularity currently fields rosters in CS:GO, Fortnite, Rocket League, League of Legends, FIFA, Apex Legends, Rainbow Six, VALORANT, Free Fire, Teamfight Tactics, Hearthstone, Quake, League of Legends Wild Rift, Call of Duty, Call of Duty Mobile, Call of Duty Warzone, PUBG, PUBG Mobile, DOTA 2, Overwatch, Heroes of the Storm, Battalion 1944, H1Z1, Tekken7, Rogue Company, Brawlhalla, and Clash Royale.  In addition to Blocksport, the organisation has commercial partnerships with PWC, Pluck GG, Raven, SCUF, KontrolFreek, Randers FC, Esportal, Challengermode, MYESPORTSCARD, and MYFUTCARD. 

Staying with esports and Blocksport.io, just yesterday we reported the platform had partnered with Jordanian sim motorsports organisation Desert Fox Racing. 

READ MORE: SPORTSTECH PROVIDER BLOCKSPORT PARTNERS WITH MOZZART

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