NSF I-Test Grant #1849849

About The NSF I-Test Culturally Relevant Computing Esports Activities and Career Readiness

The National Science Foundation I-TEST grant, “Culturally Relevant Computing Activities and Career Readiness for At-Risk Youth”, Abstract #1849849, funded the ESportsU Foundations Project (ESportsU) that was an exploratory initiative to develop a new model of STEM learning for at-risk youth to promote student awareness of and interest in STEM careers and develop enhanced instructional and curricular innovations and enhance the participants capacity to participate in emerging digital media technology fields. During the project, which involved a living-learning community sleepover camp experience in the summer of 2021, participants engaged in various forms of video gaming and Esports (digitally competitive gaming), activities with gaming and digital media industry professionals, and an integrated program of curriculum, fun and inspiring activities, and scaffolded support systems to help support life/play balance.

ESportsU took the form of a Game Based STEM Camp that advanced efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students’ motivations and capacities to pursue careers in STEM by engaging in hands-on field experiences, laboratory/project-based entrepreneurship tasks and mentorship experiences.  The educational content was designed to support STEM skills, promote programming skills, problem solving, inquiry, communication, mathematical reasoning, and data analytics.

Research Team

Jason A. Engerman, Ph.D.

Principle Investigator

Richard F. Otto, Ph.D.

Co-Principle / Principle Investigator

Mark Van Auken

Graduate Research Assistant

Danielle Nightlinger

Research Assistant

Emily Jimenez

Research Assistant

Ayanna Totten

Research Assistant

Monica Wood

Research Assistant

Arlene Hargrave

Graduate Research Assistant

Manjuli Gupta

Graduate Research Assistant

Summary of Findings

Project Synopsis

The National Science Foundation I-TEST grant, “Culturally Relevant Computing Activities and Career Readiness for At-Risk Youth”, Abstract #1849849, funded the ESportsU Foundations Project (ESportsU) that was an exploratory initiative to develop a new model of STEM learning for at-risk youth to promote student awareness of and interest in STEM careers and develop enhanced instructional and curricular innovations and enhance the participants capacity to participate in emerging digital media technology fields. During the project, which involved a living-learning community sleepover camp experience in the summer of 2021, participants engaged in various forms of video gaming and Esports (digitally competitive gaming), activities with gaming and digital media industry professionals, and an integrated program of curriculum, fun and inspiring activities, and scaffolded support systems to help support life/play balance.

ESportsU took the form of a Game Based STEM Camp that advanced efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students’ motivations and capacities to pursue careers in STEM by engaging in hands-on field experiences, laboratory/project-based entrepreneurship tasks and mentorship experiences.  The educational content was designed to support STEM skills, promote programming skills, problem solving, inquiry, communication, mathematical reasoning, and data analytics.

Participants were recruited from the surrounding region of East Stroudsburg University, East Stroudsburg, PA, where the research and the camps were centered. The participants consisted of at-risk students, sometimes referred to as at-risk youth or at-promise youth, and students who were in foster care, out of home placement, and out of community placement. ESportsU sought to address two pressing issues in STEM career readiness, commonplace misconceptions about difficulty and disconnection from STEM content and widening underrepresented youth participation and social mobility for historically underrepresented populations.

The project was founded on the concept of culturally relevant computing. The current term most frequently used in literature allowed us to focus on instructional equity around modern digital relationships and practices within Esports cultures. The design of the study was to create two summer camps, both focused on gaming and creative STEM production, game design, computer graphics, TV and video production, and digital marketing. The crucial difference between the camps was that the second camp was infused with the content and ethos of Esports. The Esports STEM based camp developed the precursor habits of mind for computational thinking and computer literacy skills necessary for STEM career readiness in comparison to the traditional casual video game STEM based camp held the week before.

Our external evaluators, Hannah R. Gerber, Ph. D and Anthony J. Onwuegbuzie, Ph. D reviewed the massive amount of data that we obtained during the camps including, pre and post experience surveys, journal entries, video interviews, video data, etc., and produced a comprehensive report. One of the key findings was that,

The Esports students reported greater gains in both attitudes towards career interests and attitudes towards competencies than did their Non-Esports counterparts.

Specifically, the Esports students reported a statistically non-significant gain in attitudes towards career interests of approximately one fourth of a standard deviation, and a very impressive statistically significant gain in attitudes towards competencies of approximately one-and-a-half standard deviations.

In their final conclusions and suggestions, they wrote that,

our evaluation of this project has provided compelling quantitative, qualitative, and mixed methods evidence that this project has great potential for increasing knowledge, skills, and dispositions related to STEM competencies and STEM career interest with marginalized youth. It is our strong recommendation that this project be scaled up to a regional and/or a national level. 

During the span of the grant, 12/10/2018 through 8/31/2023, we successfully created, designed and held the grant summer camps, and then set out to explain what we found. Of course, the world changed greatly during this time, as we all experienced the massive ramifications of Covid-19. For the grant team this meant that we had to postpone the camps for a year, and our students that we had trained as key members of our junior research team graduated, so we had to recruit new students and train them. Also, as Covid-19 evolved, we had to redesign the camp from a virtual experience to a day camp, back to a sleepover camp, but with a much more limited geographical reach. We also had to find a way to hold sleepover camps during Covid-19 safely, which we did, as luckily none of the campers became sick during the camps.

Overall, it was an amazing experience for all involved, and we could never have done it without the amazing help of so many people who supported us, guided us, and kept us moving forward and we thank them all. Most especially, we thank our participants who were the reason we started this journey, and whose brilliance, hard work, and excellence, inspire us to keep being what they are, unstoppable.

Objectives | To report on the final results of the NSF Itest grant project entitled, “Culturally relevant computing activities and career readiness for at-risk youth.”2023
Completed By | Hannah R Gerber, Ph.D. and Anthony J. Onwuegbuzie, Ph.D., P.G.C.E., F.S.S.
Reporting Date | February 17, 2023
Location | United States

Summary of Findings

Major Quantitative Findings

· Attitudes towards career interests were assessed via the Attitudes Towards Career Interests Scale (ATCIS), an 11-item, 5-point Likert-format scale. Further, attitudes towards STEM competencies were assessed via the Attitudes Towards Competencies Scale (ATCS), a 15-item, 5-point Likert-format scale.

· With regard to the ATCIS and the ATCS, 7 of the 8 score reliabilities were higher than the .70 cutpoint value for score reliability coefficients recommended by Nunnally and Bernstein (1994), and 6 out of the 8 score reliabilities were higher than the .80, with 2 score reliabilities being higher than .90. These score reliabilities justify use of these two instruments to assess student attitudes.

· The Esports students reported greater gains in both attitudes towards career interests and attitudes towards competencies than did their Non-Esports counterparts.
o Specifically, the Esports students reported a statistically non-significant gain in attitudes towards career interests of approximately one fourth of a standard deviation, and a very impressive statistically significant gain in attitudes towards competencies of approximately one-and-a-half standard deviations.

· For Day 1, 11 out of the 16 Day 1 activities yielded positive responses in favor of the Esports, with 5 activities yielding statistically significantly more positive attitudes in favor of the Esports students.

· For Day 2, 2 activities were yielded statistically significantly more positive attitudes in favor of the Esports students. Moreover, 20 out of 21 activities yielded positive responses in favor of the Esports students, indicating that the trend was statistically significant, with an extremely large effect size.

· For Day 3, 3 activities were yielded statistically significantly more positive attitudes in favor of the Esports students, Moreover, 20 out of the 22 activities yielded positive responses in favor of the Esports students, indicating that the trend was statistically significant, with an extremely large effect size.

· For Day 4, 3 activities were yielded statistically significantly more positive attitudes in favor of the Esports students. Moreover, 21 out of the 26 activities yielded positive responses in favor of the Esports students, indicating that the trend was statistically significant, with a large effect size.

· For Day 5, 3 activities yielded statistically significantly more positive attitudes in favor of the Esports students. Moreover, 21 out of the 24 activities yielded positive responses in favor of the Esports students, indicating that the trend was statistically significant, with a large effect size.

· The pre- and post-intervention comparisons of the 15 STEM competencies of Esports students as measured by the Attitudes Towards Competencies Scale revealed that six competencies yielded statistically significant gains in attitudes. Moreover, a total of 15 out of the 15 STEM competencies yielding increases in attitudes for the Esports students, indicating that the trend was statistically significant, with an maximal effect size.

· When asked on each day of Days 1 -5 to rank on a scale of 1-10 (i.e., 1 = low confidence, 10 = high confidence) their confidence in how they felt about their ability, with the exception of Day 3, the Esports students reported higher ratings than did the Non-Esports students. However, the differences pertaining to Day 2, Day 4, and Day 5 were not statistically significant. Only Day 1 yielded statistically significant differences in favor of the Esports students, with a large effect size associated with this difference.

Major Qualitative Findings

· Mentors are extremely important to the vibrancy of the program and offered participants needed help and support through each lesson.
· Instructors are crucial in developing lessons that speak to students needs and in helping them develop the dispositions around STEM careers.

Major Mixed Methods Findings

· Participants in both the treatment and control showed gains in difference in attitudes between pre and post-test of the STEM competencies in some indicators and less gains in attitudes in indicators of other competencies. In examining the observational videos and doing behavioral observation analysis, it appears that participants exhibit STEM competencies behaviors even if their attitude shift was minimal. Therefore, we believe that STEM competency behaviors were developed with participants regardless of attitude shift in the indicators we observed.

VII. Conclusion and Suggestions for Future Research and Monitoring and Evaluation Processes

      As can be seen from the summary of findings, our evaluation of this project has provided compelling quantitative, qualitative, and mixed methods evidence that this project has great potential for increasing knowledge, skills, and dispositions related to STEM competencies and STEM career interest with marginalized youth. It is our strong recommendation that this project be scaled up to a regional and/or a national level.

     Our suggestions for future research include scaling up the camp to take place across the entire region in multiple locations, like developing a franchise of the Digital Warrior brand that was promoted in this project. We also believe attempts to bring in more female participation at the camper level would help with gender parity; therefore, we recommend that the team develop a comprehensive plan for increasing participation of females. The level of female mentors at the camp was phenomenal, so it would be beneficial to increase participation of female.

     Additionally, we recommend that each camp have built-in time for completing daily reflections (fidelity check instrument) at the end of the day prior to the lights out, but after all activities of the day have finished. Modeling and providing examples for how to fill out the fidelity check instrument will help gain more robust qualitative data. Furthermore, we suggest that the interview process for the campers take place after the camp has ended. This will allow campers to have the time to focus on the interview process and not be distracted by wanting to run back out to play games. Additionally, we also suggest standard training for the interview team so that they ask relevant probing questions that can yield more substantially rich qualitative data.

Conclusion and Suggestions for Future Research and Monitoring and Evaluation Processes

      As can be seen from the summary of findings, our evaluation of this project has provided compelling quantitative, qualitative, and mixed methods evidence that this project has great potential for increasing knowledge, skills, and dispositions related to STEM competencies and STEM career interest with marginalized youth. It is our strong recommendation that this project be scaled up to a regional and/or a national level.

     Our suggestions for future research include scaling up the camp to take place across the entire region in multiple locations, like developing a franchise of the Digital Warrior brand that was promoted in this project. We also believe attempts to bring in more female participation at the camper level would help with gender parity; therefore, we recommend that the team develop a comprehensive plan for increasing participation of females. The level of female mentors at the camp was phenomenal, so it would be beneficial to increase participation of female.

     Additionally, we recommend that each camp have built-in time for completing daily reflections (fidelity check instrument) at the end of the day prior to the lights out, but after all activities of the day have finished. Modeling and providing examples for how to fill out the fidelity check instrument will help gain more robust qualitative data. Furthermore, we suggest that the interview process for the campers take place after the camp has ended. This will allow campers to have the time to focus on the interview process and not be distracted by wanting to run back out to play games. Additionally, we also suggest standard training for the interview team so that they ask relevant probing questions that can yield more substantially rich qualitative data.

Links to Article and Materials Connected to the NSF Esports Grant

Research Data

View the preliminary findings of the research that was conducted during the two, one week long summer camps that were held. Full findings have not been published yet but will be here once they are.

Our Research Data

Over the course of the two, one week camps, we created a series of surveys, in-person one-on-one interviews, and group interviews. During the 3 hour instruction periods each morning. We created a system using Open Broadcast Software (OBS) to record the camper’s screens as they go through the lesson as well as using HD webcams to record their reactions. This was topped off with a survey where they gave their reaction to the lesson they received. They were also given reflections at 6 P.M. each day to give a reflection of their day as well as what they did the previous night.

Over 100

Surveys Submitted

2.5 Terabytes

of Data Collected

400+ hours

of Video Footage Recorded

Research Data

Question #1.

What impact does a VG based and Esports based CRC designed living-learning community (LLC) have on the attitudes, awareness, motivations and persistence of at-risk youth to pursue STEM precursor habits of mind toward Computational thinking, Data-Driven Decision Making, Model-based reasoning, and Problem-solving?

Question #2.

What culturally-relevant computing (CRC) curricular practices used by teachers enhance participant understanding of and interest in STEM occupations?

Research Methods

Camp #1 Driving Question

How do we maximize exposure to our video game? (Traditional Gaming Camp Experience)

Camp #2 Driving Question

How do we maximize exposure to our competitive Esports gaming? (Esports Gaming Camp Experience)

Variables

01. Assumptions

02. Preliminary Findings

Course Work

Education Creation

To Create The Highest Quality
Educational Assets for future generations

The CMF team created an interview series with esports professionals including game developers, digital media marketing managers, content directors, streamers, esports players, facilities managers, software developers. The team created webinars, digital artifacts, and promotional materials. We codesigned 3-hour workshop lesson plans regarding game design, web graphics, video production, and digital media marketing. Student team members have obtained the knowledge through self-reflections to create higher education lesson assets for the Esports curriculum.
We acquired resources to create an academic esports lab. We obtained high-end technology to assist them during their studies such as Alienware mice and keyboards, Logitech streaming cameras with OBS capture feature, JBL gaming headsets, and much more.

View the full playbook

Esports Track

Online Graduate Certification

Esports Business Strategy Course

Digital Esports management strategy is specified to the unique and ever-evolving digital landscape of Esports. Beyond digital media marketing and traditional project management, this course focuses on the key components of digital management strategies within the vast complex systems between ownership, coaches, players, analysts, sponsorships, digital media marketing needs, live events, streamed events and more through the digital landscape. In this course you will learn how to prepare for live events, schedule tasks and operate budgets efficiently for maximum performance in the Esports industry.
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