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    graphic for podcast - the schoolyard podcase with host nancy chung and guest claire labeaux from the network of academic and scholastic esports federations

    STEAM & STEM
    School Specialty • Aug 14, 2023 • Last Modified: Sep 20, 2023

    The Schoolyard Podcast Episode 2: Esports is Like a Magnet

    Esports is like a magnet! Competitive video gaming is gaining massive popularity among students, and it’s about more than just having fun. There are numerous benefits to incorporating esports into the classroom. Let’s dive into the exciting world of esports and why it’s a game-changer in schools.

    In this episode, host Nancy Chung interviews Claire LaBeaux, Chief Marketing Officer for the Network of Academic and Scholastic Esports Federations™ (NASEF), to talk about how the booming esports industry opens up a whole new realm of career opportunities. Students can explore careers as professional gamers, game developers, streamers, and even esports managers. The potential for success is immense!

    Higher Education

    Many colleges and universities now offer esports scholarships, providing financial support for students who excel in gaming. It’s a fantastic way to combine passion with education.

    High Student Interest

    As a high-interest student activity, esports provides a modern and engaging way to motivate and capture the attention of students. By integrating esports into the curriculum, educators can tap into that enthusiasm and enhance the overall learning experience.

    schoolyard podcast host nancy chung interviews Claire LaBeaux, chief marketing officer for the network of academic and scholastic esports federations, or nasef
    Host Nancy Chung interviewing special guest Claire LaBeaux, Chief Marketing Officer for NASEF

    Problem-Solving Skills

    Competitive gaming requires strategic thinking, quick decision-making, and teamwork. These skills are transferable to real-life situations and can greatly benefit students in their academic and professional journeys.

    Inclusion

    Esports fosters a strong sense of belonging. Students who may feel isolated or struggle to fit in can find a supportive community within the esports world. It’s a place where they can connect with like-minded individuals, build friendships, and feel a sense of acceptance.

    What surprised us a little bit was that students were developing massive social emotional skills. Kids who maybe hadn’t really connected in school before were finding other people with similar interests. And that was helping them engage in school.

    Claire LaBeaux, NASEF Chief Marketing Officer

    Incorporating esports into schools offers a number of benefits. And it’s easy to start. NASEF is a non-profit organization that provides free resources. If you or one of your students wants to start a club, just head to the NASEF website and sign up to get free access.

    Let’s level up our classrooms and embrace the power of esports!

    Learn More about NASEF

    Claire LaBeaux is the Chief Marketing Officer for NASEF. She has helped raise awareness of scholastic esports since the model “Orange County High School Esports League” was founded in 2018.

    She has continued that role as the regional pilot grew to its current footprint as NASEF, the Network of Academic and Scholastic Esports Federations headquartered in the United States with affiliates around the world.

    Claire amplifies the work of educators who leverage esports for combined play and meaningful learning. She also helps parents, administrators, and the esports industry understand the benefits of scholastic esports. Claire is the program manager for Farmcraft, MENAcraft, Beyond the Game challenges, and other programs. She is a communicator and strategist with 20+ years of experience helping non-profits reach their goals by driving involvement and support.

    Claire’s work spans STEM education and youth leadership organizations including NASEF, SciStarter, STEM Learning Ecosystems, US Army Educational Outreach Program, and Chief Science Officers.

    Tagged With: Gamification, Learning Environments

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