We had the privilege of hosting Dr. Raymond Pasotre and Dr. Jason Alphonso Engerman as our February 2020 Emerging Technologies & Creativity Research Lab 2020 Speakers. The recording for this exciting conversation on eSports in education is available below, as well as more details on our speakers. Dr. Pastore presentation was titled “eSports – A new pathway for the Instructional Technologist” while Dr. Engerman presented on “eSports – for Learning in the Age of Experience.
Dr. Ray Pastore
Associate Professor and Program Coordinator
of the Instructional Technology Master’s program
Esports Club Advisor at the
University of North Carolina Wilmington
eSports – A new pathway for the Instructional Technologist
“eSports in education have been shown to satisfy “the growing desire to train and educate students on the soft skills emphasized in STEM and Career Technical Education (CTE) education, as well as in programs such as English and Language Arts” (Rothwell & Shaffer, 2019). Much of the learning takes place during events and competition, which is considered an extracurricular activity. These extracurricular activities can lead to school identities, behavioral engagement in the classroom, higher grades and test scores, higher educational achievements, more regularity in class attendance and higher self-confidence, leadership and teamwork abilities in students (Im, Hughes, Cao, & Kwok, 2016; Tariq, 2018). Without school eSports, passionate gamers often feel left out of mainstream school social life. Organized eSports bring these kids into the fold. Thus, it can help them become accepted and respected members of their school community. The following presentation will discuss how to communicate these advantages to stakeholders, how to start an esports program, and what esports curriculum looks like.”
Dr. Ray Pastore has extensive corporate, government, K-12, and higher education experience. With a background in management consulting and instructional design, he earned his Ph.D. in Instructional Systems including a minor in Educational Psychology from Penn State University in 2008 and is currently an Associate Professor and Program Coordinator of the Instructional Technology master’s program as well as Esports Club Advisor at the University of North Carolina Wilmington.
He has worked on projects for fortune 100 companies, the department of defense, as well as a myriad of schools and universities. Over the last several years he has developed eSports curriculum for both undergraduate and graduate students, helped start eSports programs at middle and high schools, organized large tournaments, coached teams who have competed at the collegiate level, and worked with professional eSports organizations.
Dr. Pastore also runs a technology Youtube channel which has over 4 million views. More info can be found at his website: http://raypastore.com.
Dr. Jason Alphonso Engerman
Assistant Professor Digital Media Technologies
East Stroudsburg University
eSports – for Learning in the Age of Experience.
“As educators and learning scientists seek to prepare learners for the Age of Experience, new digital tools have technical social and cultural meaning. A McCrindle (2020) report shows the drastic differences in intergenerational digital consumption habits and learning preferences among people over the last 70 years. These BabyBoomers, Gen X and Y represent the parents and grandparents for a new generation of digitally responsive youth. For example, Generation Zers prefer learning through collaboration and are influenced by social forums compared to directing learning through structure and being influenced by self-identified experts as their Baby Boomer counterparts (McCrindle, 2020). One specific emerging interactive movement revolves around Esports ecosystems. This spectator sport (Esports) is house forums that revolve around intense digital competition, teamwork and collaboration according to several academic scholars in the field. However, the definitions that are used to develop these fields neglect to inform the connection between economic evolution of a new age of human development which drive sociocultural and sociotechnical behaviors intergenerationally as well as internationally. The current presentation will unpack the trends associated with digitally competitive ecosystems known holistically as Esports and the impact these environments can have on preparation for an evolving economic landscape.”
Dr. Jason Alphonso Engerman, is an American learning designer, philosopher, learning scientist, educational change agent, youth advocate, and playcologist. Dr. Engerman is an assistant professor at East Stroudsburg University where he teaches courses in Digital Media Technologies, emphasizing the intersection of sports, entertainment, and digital media technology. Recently Dr. Engerman received a highly competitive Innovative Technology Experiences for Students and Teachers through the National Science Foundation to leverage Esports as STEM development for at-risk youth. He has published journal articles and book chapters and served on international editorial boards. He mentors and coaches young adults, particularly those from underrepresented populations, to help them leverage their passions towards advancing career opportunities.
With over 15 years of experience in education, instructional design and learning, his primary work and research revolve around the use of digital media, such as games, as learning tools. Dr. Engerman believes that as a Learning Designer, he is an engineer of understanding with the ability to design learning for all ages at all levels even across geographical space and time. Dr. Engerman advocates for learner empowerment so that they can take control of their own learning pathways by understanding the systemic implications of their learning ecologies. Instead of being passive consumers of traditional systems, learning designers should help young learners shape their own futures for the Experience Age. Based on his research and interest Dr. Engerman considers himself “The Pioneer Learning Design Playcologist”.