High School ESports Discussion and Development

  (Edited: )

Every so often we see posts and receive email inquiries regarding getting esports up and running at high schools. Being a forum, this seems the perfect place to discuss with one another all the logistics, challenges, and successes those aspiring to bring more esports to high schools across the country and across the globe.

Below, I’ve linked to some relevant resources and research that can act as a jumping off point for anyone looking into this exciting arena. With the help of more DayKnights, maybe we can sow the seed for a blossoming of opportunities for our high school esports students, teachers, fans, and supporters. If anyone has some more research to add to the list, let us know, and I’ll try to be sure to add it to the OP!

High School Star League:

Starcraft is in its third official season and each year sees more progress. High schools create their own teams and register with the League to compete against other schools. StarCraft 2 division linked, is in the process of expanding to LoL and Dota2. A possible partner to get connected and compete once a team is off the ground. A branch off from the Collegiate Star League.

Institute of Play:

A not-for-profit design studio focused on researching and developing curricula that integrate games and learning in a school environment. Launched an ambitious new school model in conjunction with New York City public schools. First school named Quest to Learn: website also a useful research starting point.


Gee, James Paul. What Video Games Have to Teach Us about Learning and Literacy. Second Edition: Revised and Updated Edition. Palgrave Macmillan, 2007. 256 pp.

Hayes, Elisabeth R., Ed. ; Duncan, Sean C., Ed. Learning in Video Game Affinity Spaces. New Literacies and Digital Epistemologies. Volume 51. New York: Peter Lang, 2012. 254 pp.

Squire, Kurt. Video Games and Learning: Teaching and Participatory Culture in the Digital Age. Technology, Education--Connections (the TEC Series). Teachers College Press, 2011. 272 pp.

Academic Articles

Sanford, Kathy ; Madill, Leanna. “Understanding the Power of New Literacies through Video Game Play and Design.” Canadian Journal of Education, v30 n2 p432-455 2007. 24 pp.

Squire, Kurt D. ; DeVane, Ben ; Durga, Shree. “Designing Centers of Expertise for Academic Learning through Video Games.” Theory Into Practice, v47 n3 p240-251 Jul 2008. 12 pp.

Trespalacios, Jesus ; Chamberlin, Barbara ; Gallagher, Rachel R. “Collaboration, Engagement & Fun: How Youth Preferences in Video Gaming Can Inform 21st Century Education.” TechTrends: Linking Research and Practice to Improve Learning, v55 n6 p49-54 Nov 2011. 6 pp. 

I'll add to this as I come across interesting articles. Feel free to post articles you'd like to see added to the list!

Interview with James Paul Gee on Learning in Schools

Video Games + Math = Fun and Learning in Schools

DayKnights who are high school students/teachers that are interested in organizing eSports at your school, should definitely look into what the district requirements would be to get such a thing off the ground, and we’ll see if we can’t help support these efforts!

If there’s anything specific you know would help your efforts let us know!