Deborah M. Grzybowski Department of Engineering Education (EED)

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Presentation transcript:

Building Assessment in from the Beginning: New Curricular Programs in eSports Deborah M. Grzybowski Department of Engineering Education (EED) The Ohio State University 2019 Assessment Conference February 1, 2019

Bachelor of Science in Arts & Sciences Undergraduate major Bachelor of Science in Arts & Sciences Interdisciplinary curriculum involving 5 colleges Arts and Sciences, Fisher College of Business, Education and Human Ecology, Engineering, College of Medicine

Program Characteristics

Curriculum Issues Generalist major with specialized tracts For utility, a single major shaped similar to data analytics (i.e. multiple tracks) Degree program with multiple majors or tracks Inter-disciplinary (x2) Tracks that encourage exploration + cross-pollination Serious games for simulation Sports management, design, health, programming Ecosystem and pathways for students. Non-credit (open, modules); Credit (certifications, degrees) Breadth of skills – social, technical, performance History of eSports + gaming Multi-disciplinary mocks based on desired outcomes Game development Health + Life Sciences Track Human Performance Entertainments sports health/rehab/enhancement Healthy mentally and physically Games for health Gameplay performance Human performance assessment for eSports athletes Science of eSport cognition, physiology, neuroscience, exercise physiology Politics and regulations Analytics track Feed into a shared database for university research Data collection for additional research studies Gamer user experience/user research Business Track Business of games, indie start ups Managing eSport events Sport marketing and promotion Business of eSports E-performance and management Design/Studio Track Visual and performing arts & studio/making design Strong connection to digital flagship app-dev lab Using social media Focus in technology, applications, skills, & culture/cultural aspects Knowledge of 5 senses – experts in creating platforms that are user friendly and immersive Purpose, Meaningfulness, Humanities Scientific theory driven - games for change Research Human performance [eSports, medical + rehab, training + simulation, learning + education, inclusion + adaptation, systems + engineering innovation] Inclusive Strong connection to smart cities (other) + public service initiatives Legal + ethical aspects of eSports Addressing societal needs Games for social good Commitment to equality Culture of games [Theory/Criticism + Policy/Ethics] Student Experience + Outcome Practical skills Senior capstone 1st year design project Applied Real-world Conc?, invent, design, play, compete Qualities and Selling Points Hook Data-Driven Commitment to equity (equality) A highly diverse student body Connection to grad programs Rigorous National/International brand recognition known for excellence Home to national champions Innovative Comprehensive Cooperative Competitive Open to various backgrounds (returning form industry, straight from high school) Industry Opportunities Jobs Understanding eSport consumers Industry connections [AAA companies, Indie companies, local partners] Tracks based on industry careers or career ‘bundles’ (rationalize the total # of distinct tracks) Internships for students In focus on jobs/skills we can’t lose sight of social, cultural & historical implications Industry-connection

3 Tracks: -Making It -Managing It -Using It