Näytä suppeat kuvailutiedot

dc.contributor.authorScott, Michael James
dc.contributor.authorSummerley, Rory
dc.contributor.authorBesombes, Nicolas
dc.contributor.authorConnolly, Cornelia
dc.contributor.authorGawrysiak, Joey
dc.contributor.authorHalevi, Tzipora
dc.contributor.authorJenny, Seth E.
dc.contributor.authorMiljanovic, Michael
dc.contributor.authorStange, Melissa
dc.contributor.authorTaipalus, Toni
dc.contributor.authorWilliams, J. Patrick
dc.contributor.editorSchulte, Carsten
dc.contributor.editorBecker, Brett A.
dc.date.accessioned2022-01-10T10:19:38Z
dc.date.available2022-01-10T10:19:38Z
dc.date.issued2021
dc.identifier.citationScott, M. J., Summerley, R., Besombes, N., Connolly, C., Gawrysiak, J., Halevi, T., Jenny, S. E., Miljanovic, M., Stange, M., Taipalus, T., & Williams, J. P. (2021). Foundations for Esports Curricula in Higher Education. In C. Schulte, & B. A. Becker (Eds.), <i>ITiCSE-WGR '21 : Proceedings of the 2021 Working Group Reports on Innovation and Technology in Computer Science Education</i> (pp. 27-55). Association for Computing Machinery. Annual Conference on Innovation & Technology in Computer Science Education. <a href="https://doi.org/10.1145/3502870.3506566" target="_blank">https://doi.org/10.1145/3502870.3506566</a>
dc.identifier.otherCONVID_103582208
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/79255
dc.description.abstractEsports has generated an industry of increasing economic and cultural importance. In recent years, universities and other higher education institutions have responded to its growth by establishing programmes of study which aim to satisfy the needs of innovators operating in the area. However, there is not yet consensus on what an esports curriculum should include. Despite being a technology-driven sector with ethical and professional dimensions that intersect computing, current ACM and IEEE curricula do not mention esports. Furthermore, existing courses tend to provide teaching and training on a wide variety of topics aside from those traditionally in computer science. These include: live events management; psychological research; sports science; marketing; public relations; video (livestream) production; and community management; in addition to coaching and communication. This working group examined the requirements for developing esports studies at universities with a focus on understanding career prospects in esports and on the challenges presented by its interdisciplinary complexity. Thereby, paving the way for a framework to support the design of esports curricula in higher education.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherAssociation for Computing Machinery
dc.relation.ispartofITiCSE-WGR '21 : Proceedings of the 2021 Working Group Reports on Innovation and Technology in Computer Science Education
dc.relation.ispartofseriesAnnual Conference on Innovation & Technology in Computer Science Education
dc.rightsIn Copyright
dc.subject.otheresports
dc.subject.othercurriculum
dc.subject.othercourse design
dc.subject.otherhigher education
dc.titleFoundations for Esports Curricula in Higher Education
dc.typeconference paper
dc.identifier.urnURN:NBN:fi:jyu-202201101034
dc.contributor.laitosInformaatioteknologian tiedekuntafi
dc.contributor.laitosFaculty of Information Technologyen
dc.contributor.oppiaineComputing Education Researchfi
dc.contributor.oppiaineTutkintokoulutusfi
dc.contributor.oppiaineTietojärjestelmätiedefi
dc.contributor.oppiaineComputing Education Researchen
dc.contributor.oppiaineDegree Educationen
dc.contributor.oppiaineInformation Systems Scienceen
dc.type.urihttp://purl.org/eprint/type/ConferencePaper
dc.relation.isbn978-1-4503-9202-0
dc.type.coarhttp://purl.org/coar/resource_type/c_5794
dc.description.reviewstatuspeerReviewed
dc.format.pagerange27-55
dc.relation.issn1942-647X
dc.type.versionacceptedVersion
dc.rights.copyright© 2021 the Authors
dc.rights.accesslevelopenAccessfi
dc.type.publicationconferenceObject
dc.relation.conferenceAnnual Conference on Innovation and Technology in Computer Science Education
dc.subject.ysokehittäminen
dc.subject.ysokorkea-asteen koulutus
dc.subject.ysoopetus
dc.subject.ysoopetussuunnitelmat
dc.subject.ysokoulutusohjelmat
dc.subject.ysoelektroninen urheilu
dc.subject.ysokorkeakoulut
dc.subject.ysoyliopistot
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p4230
jyx.subject.urihttp://www.yso.fi/onto/yso/p3390
jyx.subject.urihttp://www.yso.fi/onto/yso/p2630
jyx.subject.urihttp://www.yso.fi/onto/yso/p5140
jyx.subject.urihttp://www.yso.fi/onto/yso/p9675
jyx.subject.urihttp://www.yso.fi/onto/yso/p29375
jyx.subject.urihttp://www.yso.fi/onto/yso/p1030
jyx.subject.urihttp://www.yso.fi/onto/yso/p10895
dc.rights.urlhttp://rightsstatements.org/page/InC/1.0/?language=en
dc.relation.doi10.1145/3502870.3506566
dc.type.okmA4


Aineistoon kuuluvat tiedostot

Thumbnail

Aineisto kuuluu seuraaviin kokoelmiin

Näytä suppeat kuvailutiedot

In Copyright
Ellei muuten mainita, aineiston lisenssi on In Copyright