Japan inaugurates 1st esports high school, aims to develop workplace skills

The institution seeks to nurture the burgeoning global demand for professional gamers, offering its students a combination of traditional education and intensive video game training.

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Esports, or competitive video gaming, is making its way into educational systems.

Japan recently inaugurated its first esports high school, and Pearson, a prominent education publisher, partnered with the British Esports Federation to launch the world’s first esports qualification. 

The Japan Esports High School seeks to nurture the burgeoning global demand for professional gamers, offering its students a combination of traditional education and intensive video game training. Teachers also encourage students to explore related career paths in programming and design. 

The school’s unconventional approach has unexpectedly resulted in the reintegration of disaffected pupils, including those who find the traditional school setting uninspiring or those who have been victims of bullying.

NTTe-Sports, a gaming company, has outfitted an esports school with expansive monitors and powerful PCs. The facility’s courses cover all genres of gaming, ranging from first-person shooters to real-time strategy and multiplayer online battle arenas. Instruction is provided in collaboration with the gaming firm.

 At the E-Sports Academy in Tokyo, there is no requirement of uniforms, and classes start at a later hour than traditional schools. Yet it still adheres to national educational standards, with the goal of providing students with skills useful not just in competitive gaming but in various ways.

In the United Kingdom, the British Esports Federation partnered with the College of Esports to introduce a new degree program that covers fields such as game design, international esports business, esports coaching, and management.

The College of Esports says its mission is to nurture talent and build resilience among students, aiming to equip them with the skills they need to succeed in a rapidly changing world.

A World Economic Forum report urged the exploration of the potential of technology to foster social and emotional learning as a priority.

US-based technology firm Intel reported that game-based learning can offer various cognitive, behavioral, and social advantages for students, such as improved self-confidence, better academic outcomes, and increased attentiveness and participation.

Nathan Yasis

Nathan Yasis

Nathan studied information technology and secondary education in college. He dabbled in and taught creative writing and research to high school students for three years before settling in as a digital journalist.

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Nathan Yasis

Nathan Yasis

Nathan studied information technology and secondary education in college. He dabbled in and taught creative writing and research to high school students for three years before settling in as a digital journalist.