How esports helps your learners
Esports is already massively popular with young people. As such, the esports industry is being driven by a demographic of under-35s and their increasing engagement with, and immersion in, the digital world.
- 81% of 12 to 15-year-olds play video games, on average, for nearly 12 hours per week
- 49% of girls aged five to 15 play video games, up from 38% in 2018.
Esports is an exciting, team-based activity that engages a wider demographic of young people than traditional team activities such as sport, music, art or drama – including, but not limited to, those who are not ‘into’ these activities.
When done in moderation as part of a balanced lifestyle, esports is also a beneficial alternative to watching passive media, like TV, or using social media. It has explicit links to computing education, STEAM subjects and the development of business and enterprise skills, digital skills, cyber skills and digital literacy. It also promotes character development in the same way that traditional team-based activities do.
- promotes leadership skills and teamwork
- boosts social and communication skills
- develops problem solving, decision-making and multitasking abilities
- improves cyber, digital and other transferable skills
- develops friendships and communities
- improves reaction times, dexterity and concentration
- increases perceptual and cognitive skills
- improves resilience through winning and losing
- can act as a motivator to improve attendance and behaviour
Case studies and testimonials
“As of September 2019 at Barnsley College, we have 36 learners enrolled onto a Full‐Time Esports study programme, who next year will be progressing onto the new Pearson BTEC Level 3 National Foundation Diploma in Esports along with our new intake of Esports learners for 2020‐2021.
"Esports education is providing a brand new, creative, digital learning environment where students are exceeding expectations, achieving high grades and developing personally, socially and holistically to become more confident individuals who are employment ready with the added opportunities for learners to progress onto Higher Education and University.
"The Esports qualifications allow us as educators to continue to realise our vision for our learners in order to transform lives."
Curriculum Lead, Barnsley College
“It’s fantastic to have been part of the process in developing an engaging, contemporary and above all, educational qualification that will enhance the digital skills of all students involved and also prepare them for the ever‐changing world beyond college.
"Our students are very excited to see how the biggest growing industry in the UK has been structured into a subject that deals with business development, mental and physical well‐being, creating events and creating their own online brands.
"The students at QMC played a huge part in shaping this qualification, along with esports experts outstanding teachers, and we can’t wait to see them develop and grow over the two year course with us."
Director of Learning, Queen Mary's College
“We all understand and know sport and its benefits and the impact on the health, personal development and inter-personal and employability skills for learners and believed that esports offered those similar opportunities, albeit in a totally different way.
"I‘ve spent 20 years of my career to date looking at learner groups and how we develop them and help learners to succeed. In that time I can honestly say that nothing, not even our successful Sports Academy, has brought learners together as quickly as this study programme."
Programme Manager, Barnsley College