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20 mars 2018

The Esports in education journey

For the last three years I've been working with esport in education and how to implement esport courses into an existing vocational program. Therefore, from this very beginning, you should be aware of there's (at least) two different ways and mindsets when you bring esport to school and education. As Finland for about 750 years (!) belonged to Sweden, Finland still compete with Sweden and of course, everything that happens in Sweden sooner and later comes to Finland. Therefore, Finnish media nor the federation, could believe the fact we were at the same page with Sweden in the Fall of 2015.

I'm working as a remedial teacher at Yrkesinstitutet Prakticum, which is the only upper secondary vocational institution in the Greater Helsinki area where the language of instruction is Swedish and that offers initial vocational education for young people and adults.

Anyhow, the news of the (school) year 2015 was that you could study esport, just as any other sport, at Arlandagymnasiet in Sweden. No matter if you were a football- handball- or icehockey-player, now you could start learn to be an esport pro at this sports college. Later we understood they got 7 students this first year and in the Spring they had 4 left, they have later been struggling with the in gaming motivation. Also, one important thing to notice. First you have to have good grades, then an esport talent.

That Fall - 2015 - we had another situation: We had the third year's student who misunderstood the meaning of freely elective courses. It was never free-if-you-wanted-courses but courses-you-have-to-choose-freely. I started to wonder, do they have any knowledge or interest that we can make into knowledge and study points?

All said: esports!
What the heck is esports?
In school???

There my esport in education journey started.
I soon teamed up with the school's (traditional) sports coordinator (also national handball coach for youth players) as I soon come to realize students need physical exercise in order to be able to stay focus and handle stress in game.

That esport journey is well documented.
The course content was the worst part to make a sketch of as we had no idea. What we roughly sketched up in the Spring of 2016 and what we planned to do the schoolyear 2016-17 sure helped but what the Finnish esports federation (SEUL) really wanted was course contents like this (including scope, objective, content, method and assessment).

As the Finnish vocational curriculum changed 1.1.2018 we also had to change our course. Or actually and more exactly, we - despite Sweden - have a possibility to make an exam part of a vocational education local. Therefore we can offer 20 credits out of 180 about esports

The difference between Sweden and Finland is quite simple.
  • Sweden have former esports professional coaching students inside mainly two games: CSGO and LOL.
  • Finland have teachers, experts in different subjects, teaching life skills needed in esports.

With that said, our course content is suitable for all those who now and in the future plan to work in the field of esports, but it isn’t limited to just playing. Possible professions in the field of esports are for example
  • Professional / Semiprofessional player (there's a difference in Finland)
  • YouTuber
  • Streamer
  • Blogger / vlogger 

Even though we now will start to be online ingame, it's not to coach the students in their game - in fact, the choice of game is not important! - but focusing on the personal development of the player. Of course, individual training must be both goal-oriented and significantly more than 5 credits in time, but we think it is realistic to demand 5 credits from the school or the educator to promote the players of tomorrow.

This esport journey finally ended up in the Educator's handbook to esports, which you can find here. Please be aware that as any instruction manual, all three languages (Swedish, English and Finnish) is in the same book! As I assume you want to read the English version of the handbook, scroll down to page 37 something and you'll have the English version.

In the same way as it's a handbook, it's also a textbook to students who wants to learn languages!

Finally, esports as a learning environment. 
Each year we - Yrkesinstitutet Prakticum - host a CSGO tournament: Insomnolence

It's an esport event arranged by students who, of course, get supervision of teachers. We have "business clerks" make the event, "hotel receptionists" that welcome the guests, "business information technican" who handle the twitch and matches, "ICT assemblers" doing the network and power supplies and "media assistants" that makes the production that streams out in the world via national TV!











23 augusti 2017

Experiences of activity braclets for eSport students

How do you monitoring eSport students physical exercise? 
We think we've found one way to do this: activity bracelets.

BACKGROUND
During the schoolyear of 2015-2016 we tried to have our eSport students do training diaries. With such a diary we also wanted to have a estimation of how much young people also play competive computergames.

As it was hard to have the students understand why its important we changed it last schoolyear (2016-2017) to make a reflection after each in game session. That report would be a tool for us to help them develop their personal skills but also highlight what is not working (be in ti´me, communication, teamwork and more). 

None of this try out have been working as we want. They (our students) want eSport become a real sport but they don't understand why they have to help us prove it. Not even when we concentrated us on the actual gaming sessions it worked.

ACTIVITY BRACELETS
Suddenly we got funding to use activity bracelets and that money couldn't be used on salary's, instead all should go to motivate the students to exercise! The funding gave us a chance to use gamification on something boring as cardio and walking.

We made the walking to a game, each step was one experience point. At a certain amount of steps you achieved next level (ding!) and shortly this is how our gameplan looked like and you can read more about it here.


RESULT
We thought 10.000 steps a day would be reasonable and therefore a month of 30 days would result in 300.000 steps (xp) and a level to reach (lvl 2, and 20€ ingame cash). We had to put a fairly high level as a STEAM card with the value of 20€ (~23,50 USD) is pretty much for a level.

Even though 300.000 steps is that much (30 days * 10.000 steps) the amount of steps scared our students. We started in December 2016 and in March 2017 we invented a special occasion: attend the Finnish classic Kalevan Kierros but instead of actual skiing or running, our students had to walk the same distance during one day (between 00:00-24:00) and only one challenge a day. So you couldn't do a 30.000 step challenge and also get all the other lower ones done in the same day. 15 kilometer (km) = 15.000 steps one day, 23 km another day, 54 km a third day. In total we wanted them to walk 218 km = 218.000 steps during one month.

This they thought were achievable and they started to walk. 
And walk a lot!


Each row is one student, and half of our students have been used it (and reported their steps).

We also challenged people from the Finnish eSport scene, like different organizations, researchers and the federation to take the challenge. Of those eight, four accepted the challenge and two made it! So before judging our students, this to start exercise is a challenge for the whole eSport world.

THE SCHOOLYEAR 2017-18
Every eSport student will get an activity bracelet as it turns out to be an easy way to monitoring their exercise, their sleep and much more. All they need to do is to wear them and empty their data in a computer.

With the last years experience we will set up a required amount of steps you have to walk to pass the course, maybe 5.000 steps a day. And as we don't have funding to such a generous awards this year we'll set up an own higher goal and those students who achieve that will get a reward (like a 20€ STEAM card).

FEEDBACK
Otto Takala, vice president of Finnish Student Sports Federation (OLL) and vice chairman at the Finnish eSport federation (SEUL) gave us this feedback on our activity bracelet try-out:

"
I like that walking challenge concept. It teaches young people important routines and it also develops control of life. 

In a bigger picture - if we watch into the future - today's biggest challenge is 'how to motivate people to exercise'. And I see this case 'Prakticum eSports' is good pilot for that and one big step towards the future.
"

13 december 2016

Healthy me, game on!

To our eSport course we got funding to improve the health among our participants. During the school year 2015-2016 we tried to use season tickets to the swiming hall but it turned out many of the gamers had such a bad self-perception they didn't had the guts to go there. Therefor, with funding, we wanted to try activity bracelets. Would it be possible to make our students aware of the every day exercise and 8 hours sleep if you use such a bracelet?

According to one of our lecturer, Jaana Wessman, the top three things to do outside of the game is (and I quote)

1. Sleep
  • regularly
  • enough
2. Exercise
  • preferably daily
  • preferably something requiring spatial navigation (walking/running outside) and/or complex co-ordination (dance, martial arts), or both (trail running, team sports)
3. Minimize unrelated stress
  • take care of your family obligations
  • take care of your school/work
  • have a Plan B
Serious competitive gaming requires leading a disciplined life.

And I end the quote (from slide 25/32) and Jaana's presentation about "Digital games and health" backed up with science can be found from here.

So, activity bracelets?
It turned out not only the eSport industry thought this could be a good idea but also Insmat.fi who gave us a nice price. Suddenly we could afford a reward system, with other words, use gamification on everyday exercise to make our students aim to walk 10,000 steps a day!


The system works as XP in every other game you play, you collect it and when you reach a certain level you ding one level. As the game cards wasn't in any other value than 10€ (LOL) and 20€ (STEAM/Battlenet) the distance is quite far but still realistic. The highest level is 6 and 2.100.000 steps as we'd like our participants to be able to get the rewards before summer. Between January 1st and May 31st it's 151 days, if you aim for 10.000 steps a day you need 150 days to reach 1.500.000 steps and level 5. To reach level 6 you need to walk 14.000 steps a day for the next 150 days and that's really a lot!

Also, if you start with LOL you ding the first and second level before you can change path and choose another game card.

Cheating?
Strange, this is the outsiders biggest concerns but not the participants. Could it be more tempting to an outsider to fool the system? Ask yourself, what would they win with cheating? Another 20€? Is it really worth the risk of 20€ to be known as a cheater in such a small group (20+15 students) and also make the responsible teacher who fight for you and your interest disapointed?

Exercise motivation?
First our students got the activity bracelets and the game was on! It was not only the rewardsystem itself that started to motivate the participants but also the competition; "how far distance have you walked today?"

But when they saw the pictures of the bought game cards, they took a deep breath and whispered: "O h   m y   g o d !"

Yes, now it's not only talking but for real!



The game is on!

20 april 2016

Insomnolence16


I start slowly land from our eSport project and the final, March 30th. It has been a fairly stressful project year to be the first school in Finland to test e-Sport in education. Not least because it has felt like walking in a combination of marsh and uphill. Around Christmas Finnish media realized we have started, that you actually can learn e-Sport in school in Finland from the fall of 2015!


We have circulated in both Finnishswedish as in Finnish media; newspaper articles, radio programs and national television. We have started to collaborate with three Finnish e-Sport organizations, a PhD Student at Helsinki University (Game education research), The Finnish e-Sport federation (SEUL) and there is also a master thesis coming up on the health aspects connected to our e-Sport project.

We have been on a field trip to Sweden and Arlandagymnasiet, an upper secondary sport school where they also started e-Sport last fall. It was both interesting and educational, and we realized two things: 
  • we're on the right track
  • we've managed our first year better
Both Sweden (and upcoming Norway) uses the sports curriculum while we use a vocational curriculum. Contrary to our neighboring countries, our students actually not game in school, they do it in the evenings and home (as they anyway do it) and then it is counted as school days.

We also have all participants to sign written contracts, they are not legally binding, but we want both parties (the school and the students) agree on a contract. All experience so far has also been written down.

Like any construction project that takes the first sod to fundamentally we have done the same. Though instead of a shovel, we have used a Minecraft pickaxe and all collaboration partners we have come across has signed it!



In January 2016 we thought it would be cool to arrange a CS:GO school tournament (Insomnolence16) and when asking we should have at least 30 teams. Turned out we got seven and have to open it up to other Finnishswedish upper secondary schools as well. Then we got 12 teams. All groupstages would be played in evenings from home but the final, would be played daytime in school on stage. As we wanted this event to be a happening we also invited lectures, other educator's (schools) and parents. To document this, we thought we could take advantage of our media assistant education. Suddenly national television was eager to stream the occasion and our media students found themselves in the position to make national TV... 

Lot's of education connected to a gaming project, that's for sure!




We got caster's from the Finnish e-Sport stage, actually the same guy who usually cast in national TV (Teemu "wabbit" Hiilinen) together with a former female e-sport pro, Jenny "NapuliX" Kåla. Except the national TV stream we also had their TV show "Sportmagasinet" making a reportage about our project and the final. If you download the app (outside Finland) you would be able to see the show and e-Sport starts after approx 19 min.

With such a limited time (53 schooldays all in all) our students truly made a masterpiece. But to next year we need to start to plan right now.