The Design and Four-Year Examination of a School-Affiliated Competitive Videogame Program for Youth

Constance Steinkuehler, Craig G. Anderson, Jason G. Reitman, Je Seok Lee, Minerva Wu, Garrison Wells, Reginald T. Gardner

Research output: Contribution to journalArticlepeer-review

2 Scopus citations

Abstract

This paper describes the design and investigation of a high-school-affiliated esports program based on an enrichment learning model. In it, the authors detail the connections between esports and learning, self-reported impacts of the program and demographic differences among them, students’ attitudes toward program features, and equity in results across demographic groups. Several methods over four years were used to document and evaluate the program including obser-vational fieldwork, an online retrospective posttest survey, and a modified instrument given in an alternative one-sample pretest-posttest design. Authors find compelling evidence that an enrichment approach to youth esports yields positive outcomes in communication, social-emotional skills, and school affiliation. There are also indications that this approach tem-porarily staved off an overall downward trend in key vari-ables including STEM interest, self-regulation, attendance, and GPA, during the COVID-19 global pandemic.

Original languageEnglish (US)
Pages (from-to)59-119
Number of pages61
JournalJournal of Interactive Learning Research
Volume34
Issue number1
StatePublished - 2023

Bibliographical note

Publisher Copyright:
© 2023, Association for the Advancement of Computing in Education. All rights reserved.

Keywords

  • Afterschool Programs
  • Computer Games
  • Esport
  • Informal Learning
  • Interactive Games
  • Multimedia Information Systems
  • Program Design
  • Stem Interest
  • Videogame
  • Youth Programs

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