Esports in daily instruction

Completed

Esports in the classroom typically take place during instructional time. Tailoring esports experiences to align with curriculum objectives provides an engaging activity for students to demonstrate their learning. Let's examine a use case for Minecraft esports in the classroom. Alex uses Minecraft esports in day-to-day instruction.

Use case 1: Daily instruction

Alex is an elementary school teacher who uses Minecraft Education in the classroom. She's seen online examples of teachers using Minecraft esports and would love to create a similar experience at her school. Because Alex doesn't have much experience with esports and doesn't have additional faculty to support a larger offering, she begins by facilitating Build Challenges as part of her day-to-day instruction. Alex's class is currently learning about ancient civilizations, so her Build Challenge focuses on recreating historically accurate structures, and her students must present the social, cultural, technological advancements of these civilizations.

Students in Alex's class form teams and compete for the highest score, which Alex provides by grading their builds with the Minecraft esports rubric. After building her confidence and noticing an increase in student engagement, Alex decides to open the opportunity to other students by offering an after-school club. To reduce planning time, Alex uses the AI prompt lab to generate the build prompts, and then facilitates the build challenges in the Make & Model worlds, which are equipped with dedicated team building space and an in-game timer, so teams can focus on their builds without disruption.

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