Extracurricular esports
Let's explore another pathway for integrating esports into your school environment. In a class, esports becomes part of the curriculum, aligning with learning objectives. In a club, it's an extracurricular activity where students voluntarily participate before, during, or after the school day. Classes provide structured learning, while clubs foster passion and community. In this next example, Steve offers a lunchtime Minecraft esports club.
Use case 2: Lunchtime esports club
Steve is a middle school teacher who wants to offer a lunchtime intramural experience for days when students are kept inside due to inclement weather. Given his students' excitement when they use Minecraft Education in the classroom, Steve explores Minecraft Education's in-game library and sees that there's an esports subject kit. He's excited to see there are many premade build prompts and challenges ready to implement.
Steve starts the club, challenging students with one of the premade build challenges each time they meet. As the club grows in popularity, there's a demand for the club to be offered weekly. With the help of two other teachers, Steve uses the Minecraft esports club toolkit to guide the club's expansion. They now run the Minecraft esports club out of the school library weekly to accommodate the participation and demand.
Esports clubs are:
- Flexibly structured
- Voluntary participation
- Extended opportunities
- Student-led
- Community building