History of Gaming and Technology
In this unit, students explore major shifts in the history of gaming, from arcade games and console worlds to 3D design, online and mobile games, indie games, and today’s gaming industry. Students play, observe, compare, and reflect on games from different eras while learning how changes in technology, player expectations, and game design shaped modern gaming careers.
Students will explore the importance of respect, fairness, responsibility, and positive communication in esports, gaming communities, and the classroom. Working together, students will discuss appropriate behaviors and expectations and develop a shared Esports Class Code of Conduct that will guide teamwork, competition, communication, digital interactions, and class activities throughout the school year.
SWBAT: Students will be able to identify and explain the importance of respect, fairness, and responsibility in esports, online spaces, and collaborative activities.
SWBAT: Students will be able to collaboratively develop a class Code of Conduct by proposing clear expectations for appropriate behavior, communication, and teamwork.
Gameplan: Code of Conduct
This lesson is about introducing students to the course and helping students understand how gaming connects to creative, technical, and communication roles. Students learn what the course covers, how the Gaming Pathway Journal will be used, and why reflection and exploration matter from the start.
Students Will Be Able To: Explain how gaming connects to creative, technical, communication, and safety-related career pathways and identify how they will use the Gaming Pathway Journal to document their learning, challenges, and growth throughout the course.
Gameplan: Course Overview
Students will watch The Social Dilemma to examine how social media, algorithms, and digital platforms are designed to influence user behavior and keep people engaged. Students will connect these concepts to the esports and gaming industry by considering topics such as gaming communities, streaming platforms, content creation, targeted advertising, online identity, screen time, and healthy technology use. The lesson encourages students to think critically about how technology affects them not only as gamers, but also as consumers and members of online communities.
Students will be able to: analyze how social media and digital platforms influence behavior and explain how these strategies relate to gaming, esports, online communities, and their own digital habits.
The Social Dilemma - Worksheet
If absent from class see Mr. Weiss for a copy.
Students will prepare for the esports course by setting up and verifying access to the digital platforms and gaming accounts used throughout the year. Students will log into the school gaming PCs, complete required two-factor authentication, create GWOOP and GamePlan accounts, and verify access to Microsoft, Steam, Epic Games, Riot Games, and Battle.net. Students will also become familiar with accessing assignments and class resources through Microsoft Teams.
Students will be able to independently access the school gaming PCs and successfully log into the digital platforms, gaming accounts, and class resources required to participate in esports coursework and activities.
Have, and be able to access the following accounts: Riot, Epic, Steam, Battle.net
Welcome back to school! Here is what you need to know about Esports
Students will be introduced to the requirements and content in the Esport classes and program at Old Bridge High School
Students will demonstrate effective on-camera presence and delivery while streaming.
Students will interact with viewers in real time using strategies to build engagement and foster a positive community.
Students will manage live chat using moderation techniques to maintain a respectful environment.
Students will showcase their understanding of stream planning, overlays, and technical tools in a cohesive final performance.
Have, and be able to access the following accounts: Riot, Epic, Steam, Battle.net