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New Data Reveals Parents and Teachers Want Esports in Schools
A UK study commissioned by Dell Technologies and Intel reveals parents and financial decision-makers in education are optimistic about the power of esports to drive learner engagement and outcomes.
According to the new research from OnePoll, parents and teachers want to see esports take a more significant role in children’s education. The survey is based on responses from 1500 UK parents with children who play esports and 500 financial decision-makers in education such as headteachers, CIOs and department heads.
The results show that over two-thirds (69%) of UK parents believe esports allows their children to develop skills that they might not get through traditional education methods. Of those, over half (54%) say esports gave children more confidence, with teamwork (62%), problem-solving (57%), and technological skills (55%) coming out as the top skills parents believe children can develop through esports.
“The capabilities demanded of tomorrow’s workforce will be those that technology cannot replicate. Soft skills that were once considered inferior to teachable ‘hard’ skills like machine operation will tip the balance in the future job market. Parents recognise the power of esports to develop their children’s people skills – to communicate, listen, even to lead. That’s a persuasive argument for schools that want their students to be future-ready,” Brian Horsburgh, Education sales director for Dell Technologies in the UK, said.
Top 7 Skills Learners Gain Through Esports According to UK Parents
Teamwork (62%)
Problem-solving (57%)
Technological skills (55%)
Confidence (54%)
Communication (54%)
Creativity (52%)
Leadership (45%)
The financial decision-makers in schools are optimistic about the value esports brings to education. Nearly four out of five (79%) believe esports should be taught in schools, and of those, over half (52%) think that esports being taught in school would help increase grades in other subjects.
Of those less enthusiastic about adding esports to the curriculum, more than three in five (61%) cite a lack of evidence in its educational benefits.
One organisation confident in the benefits that esports presents is The British Esports Association, which last year partnered with Pearson to create the world’s first government-approved qualification in esports, the BTEC Nationals Level 3 in Esports.
“We welcome further quantitative research around esports in education to support the feedback we’re getting from teachers and students about the positive impact esports has in their classrooms and school communities. Esports is a vehicle to motivate and engage a broad demographic of young people. As a teacher myself, I have seen first hand the benefits to my students when they participate and compete in esports,” Tom Dore, Head of Education at British Esports Association, said.
While the survey suggests an appetite from parents and teachers for esports in schools, it also highlights roadblocks to overcome. Over half (55%) of the financial decision-makers in education say that the equipment needed for an esports provision is too expensive for schools to consider. A similar number (53%) point to poor network connections at school or home as barriers to successfully implementing an esports programme. The survey also indicates that a knowledge gap could be hindering progress, with over a third (38%) claiming they did not have the teachers qualified to teach esports, and two in five (41%) attributing a lack of knowledge among parents as a blocker to progress.
“Esports has seen an explosion in popularity in the past few years, but it’s still relatively early days for esports in education. Partnerships with industry and government will be key to addressing the barriers of cost and accessibility. Having parents and educators on board will also be critical to success – we need esports advocates at home and at school to realise its potential in boosting learner outcomes,” Brian Horsburgh said.
“People do become professional esports players, often at a pretty young age, but esports is more than just players. Just as our drivers can’t race without their team, esports players can’t play without theirs – that means publicists, physiotherapists, nutritionists, chefs. We must embrace more ways for children – of all abilities, needs and backgrounds – to learn, and those ways should reflect the future career landscape,” Lindsey Eckhouse, Director of Licensing, Ecommerce & esports at McLaren Racing, said.
“The BTEC cover subjects like entrepreneurship, computer networking, health and nutrition, all through the lens of esports. Students gain a wide range of transferable skills and knowledge, helping to prepare them for careers in the global esports industry or closely related STEM, digital and creative industries,” Tom Dore, Head of Education at British Esports Association, said.
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Duelbits unveil Ivory Coast legend Salomon Kalou as Football Ambassador ahead of Africa Cup of Nations 2025
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Strategic partnership: GKL opts for complete solution from adesso
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GKL Gemeinsame Klassenlotterie der Länder (A.ö.R.) is taking the next major step in its digital transformation. The company has awarded the contract for its new lottery system to IT service provider adesso. In a Europe-wide tender process, adesso won out over international competitors with its comprehensive package of solutions.
At the heart of the partnership is the development and implementation of a completely new lottery system based on adesso’s own LotteryForce platform. The solution is complemented by a high-performance customer relationship management system based on Salesforce technology and secure, future-proof hosting on the adesso business cloud, operated in Germany. Ongoing IT operations will be handled by a specialised application management team from adesso.
The project volume amounts to around 32 million euros. The contract between the two partners will run for a period of 15 years.
Future-proof platform for a traditional lottery format
GKL Gemeinsame Klassenlotterie der Länder (A.ö.R.) is a lottery provider supported by all 16 German federal states, and is also the organiser of the NKL and SKL lotteries. Following the modernisation of its core technical system, GKL is repositioning its platform for the coming years with the aim of optimising processes, providing better support for sales partners and further developing the customer experience.
“In adesso, we have found a partner who understands our industry, knows our structures and has the technological expertise to deliver an integrated, end-to-end solution,” says Jörg Scheidhammer, CIO at GKL. “Not only does adesso offer the best technology, but it also provides a team that will support us holistically on our journey over the next 15 years.”
Setting a course for the lottery’s future
The first project phase will begin in January 2026. Going forward, sales partners are also set to benefit from the new platform. Innovative enhancements such as new game concepts will be integrated into the system, with initial concepts already in planning.
Marc Lorek, Vice President, Lottery Development, adesso SE, says: “The platform will be at the cutting edge of technology, while also setting new standards in terms of customer loyalty, performance and scalability.” Andreas Luckmann, Vice President, Lottery Consulting & Sales, adesso SE, adds: “This marks a whole new beginning for GKL and a flagship project for us. It will see us establishing ourselves as a key strategic partner in the European lottery market.”
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More Draws, More Chances to Win: The UAE Lottery Celebrates Its First Anniversary With Weekly Lucky Day Draws!
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· The Grand Prize of AED 30 million
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· The 2nd Prize of AED 5 million
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· The 3rd Prize of AED 100,000
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· The 4th Prize of AED 1,000
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· The 5th Prize of AED 100
The post More Draws, More Chances to Win: The UAE Lottery Celebrates Its First Anniversary With Weekly Lucky Day Draws! appeared first on European Gaming Industry News.
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