140 likes | 147 Views
This presentation explores the development of new curricular programs in eSports, including interdisciplinary tracks and specialized tracts. It covers topics such as game development, human performance assessment for eSports athletes, the business of eSports, design and studio skills, and the legal and ethical aspects of eSports. The aim is to provide a comprehensive and inclusive education in the growing field of eSports.
E N D
Deborah M. Grzybowski Department of Engineering Education (EED) The Ohio State University Building Assessment in from the Beginning: New Curricular Programs in eSports 2019 Assessment Conference February 1, 2019
Undergraduate major • Bachelor of Science in Arts & Sciences • Interdisciplinary curriculum involving 5 colleges • Arts and Sciences, • Fisher College of Business, • Education and Human Ecology, • Engineering, • College of Medicine
Curriculum Issues • Generalist major with specialized tracts • For utility, a single major shaped similar to data analytics (i.e. multiple tracks) • Degree program with multiple majors or tracks • Inter-disciplinary (x2) • Tracks that encourage exploration + cross-pollination • Serious games for simulation • Sports management, design, health, programming • Ecosystem and pathways for students. Non-credit (open, modules); Credit (certifications, degrees) • Breadth of skills – social, technical, performance • History of eSports + gaming • Multi-disciplinary mocks based on desired outcomes • Game development • Health + Life Sciences Track • Human Performance • Entertainments sports health/rehab/enhancement • Healthy mentally and physically • Games for health • Gameplay performance • Human performance assessment for eSports athletes • Science of eSport cognition, physiology, neuroscience, exercise physiology • Politics and regulations • Analytics track • Feed into a shared database for university research • Data collection for additional research studies Gamer user experience/user research • Business Track • Business of games, indie start ups • Managing eSport events • Sport marketing and promotion • Business of eSports • E-performance and management • Design/Studio Track • Visual and performing arts & studio/making design • Strong connection to digital flagship app-dev lab • Using social media • Focus in technology, applications, skills, & culture/cultural aspects • Knowledge of 5 senses – experts in creating platforms that are user friendly and immersive • Purpose, Meaningfulness, Humanities • Scientific theory driven - games for change • Research • Human performance [eSports, medical + rehab, training + simulation, learning + education, inclusion + adaptation, systems + engineering innovation] • Inclusive • Strong connection to smart cities (other) + public service initiatives • Legal + ethical aspects of eSports • Addressing societal needs • Games for social good • Games for health • Commitment to equality • Culture of games [Theory/Criticism + Policy/Ethics] • Student Experience + Outcome • Practical skills • Senior capstone • 1st year design project • Applied • Real-world • Conc?, invent, design, play, compete • Qualities and Selling Points • Hook • Data-Driven • Inclusive • Commitment to equity (equality) • A highly diverse student body • Connection to grad programs • Rigorous • National/International brand recognition known for excellence • Home to national champions • Innovative • Comprehensive • Cooperative • Competitive • Open to various backgrounds (returning form industry, straight from high school) • Industry • Opportunities • Jobs • Understanding eSport consumers • Industry connections [AAA companies, Indie companies, local partners] • Tracks based on industry careers or career ‘bundles’ (rationalize the total # of distinct tracks) • Internships for students • In focus on jobs/skills we can’t lose sight of social, cultural & historical implications • Industry-connection
3 Tracks: • -Making It • -Managing It • -Using It