Esports in the Classroom
Play, Learn, and Be a Good Digital Citizen. Introducing games, teamwork, and technology to our youngest learners in a safe, fun, and structured environment — no equipment cost required.
- What makes a game a game — rules, goals, players
- Why rules and fairness matter
- How to be a good teammate and take turns
- What personal information is private online
- How to treat others kindly in digital spaces
- That games are made by large teams of people
- The many jobs involved in creating video games
- Physical and unplugged activities first
- Simple, age-appropriate digital tools when used
- Cooperative play — no competitive scoring
- Discussion-based learning and class reflection
- Creativity activities: drawing, building, designing
- Storytelling and role-play for digital citizenship
- 45-minute sessions, once per week
No gaming experience required. Every lesson comes with a complete step-by-step guide, a materials list, and an exit ticket.
What Is a Game?
Students explore what makes something a game — rules, players, goals, and outcomes. They compare physical and simple digital games and explain why having rules makes a game fun and fair.
- ✓Identify 4 parts of any game: rules, goal, players, outcome
- ✓Compare at least 1 physical and 1 digital game
- ✓Explain why rules make games better — in their own words
What Are the Rules? Exploring Games Together
Students identify the four parts of a game (rules, goal, players, outcome) and explain why rules are important using examples from familiar games.
Simple board or card game (1 per table), whiteboard, Game Parts worksheet
- 1.Gathering (5 min): Ask students: 'What is your favourite game?' Take 5 answers. Write them on the board.
- 2.Concept Introduction (10 min): Draw a big circle on the board. Label four sections: Rules, Goal, Players, Outcome. For each: 'What does this mean? Can you give an example?'
- 3.Play Time (15 min): Table groups play a simple game (Uno, Go Fish, or a teacher-chosen board game). Teacher circulates asking: 'What is the goal right now? What happens if you break a rule?'
- 4.Discussion (10 min): Bring class together. 'What happened when someone didn't follow the rules? How did it feel? Why do rules actually make the game more fun?'
- 5.Exit Activity (5 min): Students draw or write: What is the GOAL of the game we played? What is ONE rule?
Game Parts worksheet completed. Student can name the goal and one rule of the game they played.
Real Game or Digital Game? Comparing How We Play
Students compare a physical game they know to a digital game, identifying what is the same and what is different.
Whiteboard, T-chart template (printable or drawn on board), access to a simple browser game (optional)
- 1.Warm-Up (5 min): 'Has anyone played a game on a tablet, phone, or computer? Raise your hand! Has anyone played a board game or card game? Keep your hand up!'
- 2.Building the T-Chart (15 min): Draw a big T-chart: 'Physical Games' vs 'Digital Games.' Class generates ideas together. Prompt: 'How do you play? Who are you with? What happens if you make a mistake?'
- 3.Partner Discussion (10 min): Students discuss with a partner: 'Which do you like better and why? Is one harder than the other? Can you play a digital game with friends?'
- 4.Whole Class Share (10 min): Pairs share one thing they noticed. Teacher highlights: Both types are GAMES — they both have rules, goals, players, and outcomes!
- 5.Exit Ticket (5 min): 'Circle your answer: A video game is the SAME / DIFFERENT from a board game because...' (students complete the sentence)
Exit ticket completion. Can students name one thing the same and one thing different?
Being a Good Digital Citizen
Students learn the basics of safe and kind behavior online: what information to keep private, how to treat others in digital spaces, and what to do when something feels wrong or uncomfortable.
- ✓Name 3 examples of personal information that stays private
- ✓Describe 1 kind and 1 unkind action online with examples
- ✓Practice 'stop, think, ask' when something feels wrong
What Is Private Information?
Students identify what private information means and name 3 examples of information that stays private online and off.
Printed 'Private or Okay to Share?' sorting cards, whiteboard
- 1.Story Opening (8 min): Read or tell a short story about a character who shares their home address with a stranger online and something goes wrong. Ask: 'What was the mistake? How could the character have been safer?'
- 2.Introduce Private vs. Share (10 min): Write on board: PRIVATE (keep it safe) and OKAY TO SHARE (with most people). Give examples. Private: full name, address, phone number, passwords, school name. Okay to share: favourite colour, favourite food, first name.
- 3.Sorting Activity (15 min): Table groups use sorting cards. Each card has a piece of information. Students sort into PRIVATE and OKAY TO SHARE piles. Teacher circulates — discuss edge cases together.
- 4.Debrief (7 min): Review together as a class. Discuss: 'Who is okay to share private information with?' (Trusted adults: parents, caregivers, teachers.)
- 5.Exit Ticket (5 min): Draw or write: 'One thing I keep PRIVATE online is ___.'
Can students name 1 example of private information and explain why it stays private?
We Are a Team!
Through cooperative games (physical and digital), students practice listening, encouraging teammates, taking turns, and reflecting on how their actions affect the group.
- ✓Use encouraging words during at least 1 team activity
- ✓Practice active listening when a partner is speaking
- ✓Complete a 'team reflection': What did I do to help us?
The People Behind the Games
A career-awareness unit: the many different people — artists, programmers, designers, writers, event staff — who work together to create video games and run esports events.
- ✓Name at least 5 jobs connected to video games
- ✓Draw or describe one job in gaming they find interesting
- ✓Explain that games are made by teams, not one person
Assessment in K–2 esports should never feel like a test. We use exit tickets, drawings, class discussions, and observation to understand where students are. The goal is to check for genuine understanding of concepts — not memorisation.
Every lesson can be adapted for students with IEPs or 504 plans. Exit tickets can be completed verbally or through drawing. Group activities allow participation through observation and discussion.
