Chatsworth Charter High School & G+STEAM Magnet Center

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CCHS esports » CTE Course - Esports 1 & 2

CTE Course - Esports 1 & 2

Unit 1 History and Context of Esports and the Gaming Industry
During the first two weeks of school students will be exposed to a variety of games through exploration. The goal of this is to have students create excitement and build interest in learning games that they do not know. Providing this time creates an equitable platform for students who may not have access to these machines and resources at home. This unit takes the evolutionary perspective of esports, beginning with gaming itself. Esports is rapidly growing with global tournaments and has evolved with distinct success and failure. Students examine how competitive gaming competitions grew from little local tournaments in the late 60’s and early 70’s to the mass participation global events seen today.  Students recognize and describe critical game studies, the resulting societal impact, and the management, industry, and career requirements. Students will understand how to categorize the different gaming genres/systems and describe the historical significance of electronic and non-electronic games. Students learn the psychological impact of games on individuals, and groups and the underlying business model commonly used in the game development industry.
 
Unit 2 Code of Conduct in Esports
This unit begins with the understanding of what a VPN supports.  As a major growing activity with ambitions to be recognized as a sport, esports faces a number of issues regarding conduct and authenticity. This module explores the range of emerging player and team Codes of Conduct from companies, leagues, events promoters, and national governing bodies. Students discuss a number of ethical questions concerning behaviors, doping to enhance performance, social interactions, and expectations of players and audiences. Students explain and define appropriate interactions in a virtual setting.  Students will understand their digital footprint, cultivate a positive digital identity, and respect the rights and obligations of intellectual property. 
 
Unit 3 The Human Factor of Gaming
This unit opens with mental health and the well-being of the gamer and will also ask what healthy ways the gamer can handle tilting, (the ups and downs), both in a casual and competitive environment.  Students explore the physical demands and consider the role of the central nervous, skeletal, muscular, and digestive systems. Students understand the energy demands, nutritional needs, and responsible repetitive movements and endurance activities. Students discuss esports demands and training with a focus on the metabolic and cardiovascular systems of the human body. There will also be a focus on how certain games appease different players and why the attraction to certain game themes sells better than others.  This unit will conclude with students exploring the expectations of players in competition and support staff for optimal engagement and performance in esports.
 
 
Unit 4 Hardware and Software
Esports can foster the interest in becoming fluent in computer science.  Students learning how things work beyond their control gives them the ability to have the advantage of becoming a critical thinkers.  Students in this unit will review the different technology (e.g., hardware, software) used by esports players, teams, leagues, and events.  Millions of dollars are invested in either building or buying a PC for gaming.  Costs of running a top-notch PC during gaming also lead to inequity, especially in the use of accessories for gaming.
 
Unit 5 Content, Gameplay Analysis, and Engagement
This unit develops skills for multiple stakeholder perspectives, players, coaches, broadcasters, media, and fans. Game analysis is essential to authenticity for players, coaches, broadcasters, and journalists. Students examine a wide range of titles, genres, and strategic approaches, and implement new ideas based on an emerging understanding of analysis. Students develop their analysis and strategy with a focus on the offense and defense, by building capacity to plan strategic performances in response to opposition. Students develop a reflective approach to analyzing personal performance and implement a growth mindset to identify the skills to improve upon.  Students will conclude with a review of the efforts by some school districts in creating esports classrooms to build engagement.
 
Unit 6 Events and Production
This unit begins with the need to have the esports classroom engaging those ready to begin.  This unit examines the approaches used across the globe for the industry to be sustainable. Students explore structures regarding business, the emergence of venture capitalist involvement, the role technology plays, the quest for Olympic recognition, publishers and developers, professional leagues, and regulatory bodies. Students consider the career opportunities and research the world of media production within esports such as marketing, casting, presenting, streaming, video editing, and graphic design. Students gain the skills and prepare for a live event complexities; game choice, single or multiplayer, tournament rounds, and pre and post-production needs.