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Esports in Colleges & Universities: Articles & Resources


College Gamers Battle for Scholarships

Higher ed e-sports programs are scoring big-time. Not only have the University of California, Irvine and Ohio's Miami University recently announced the launch of new e-sports initiatives, but also a company that caters to gamers is kicking off a new college scholarship program for them.

UC Irvine Offering Scholarships for Gamers, Building Gaming Arena and Webcasting Studio

University of California, Irvine is launching a new e-sports initiative this fall, which it's describing as "the first of its kind at a public research university."

PaGamO Offers Free Gamification for Teachers

BoniO is making a beta version of its social gaming platform, PaGamO, available for free to teachers in the United States.

New Penn State Course Tackles Teaching with Call of Duty, World of Warcraft

Forget about hunting down just the right educational game for your students. Let them use the games they already love — Minecraft, World of Warcraft and Call of Duty — and then untangle how those can be fit into the learning goals you have for them. Figuring out how to do that as a teacher is the focus of a new course at Penn State.

Report: Game-Based Learning Helps Students Develop Writing Skills

According to initial results from recent pilot, digital game-based learning improved student engagement and self-efficacy in writing courses at 14 colleges and universities.

Pearson Partners with mLevel To Gamify Business Ed

Pearson has partnered with mLevel , a company that produces interactive, game-based business education experiences designed to increase student engagement, to gamify the former's Introduction to Business course content.

Bush Library Hosts 9th Annual Reading Discovery Program

The George Bush Presidential Library at Texas A&M University in College Station, TX, is holding its ninth annual Reading Discovery Program this week.

Research: Game-Based Learning Can Help Nontraditional Student

Game-based learning should just be another tool in the belt, as far as educators in higher ed think, particularly useful for "learning moments" that can help students succeed, according to new research from Muzzy Lane. Likewise, game-based learning is no good if it's pricey and complex to develop; it needs to be inexpensive and "authorable" by the faculty members themselves. And don't forget, students say, to make the games mobile so they work on the same devices the students like to use.

Carnegie Mellon U Brings Interactive Energy Labs to Elizabeth Forward Middle School

Carnegie Mellon University has teamed with a private partner to develop novel interactive tools to teach students about energy at Elizabeth Forward Middle School.

Making Waves of Innovation — A Model from Pepperdine University

Many higher education institutions are working on initiatives to maintain a culture of creativity and innovation even in difficult economic times. CT spoke with Vice Provost for Research and Strategic Initiatives Lee Kats, to learn about Pepperdine University's Waves of Innovation model.