It takes the average reader and 6 minutes to read Esports in Schools by J. Collins
Assuming a reading speed of 250 words per minute. Learn more
This guide will help you get started in the world of school esports, offering the strategies and tools you need to build a successful program for your school and students. What defines esports? Why build an esports program for your school? What technology do you need to get started? This guide addresses these questions and more, offering tips for setting up an effective program while helping students succeed academically and socially. The guide includes: Strategies for getting buy-in from the community, including administrators, faculty, parents and students. Examples aligned to the ISTE Standards for Educators. An overview of the technology needs for a successful program. Ideas for creating effective virtual and physical spaces. Tips for fostering inclusivity and building community. Students who feel safe and connected to their school communities often perform better academically, are absent less and are more likely to find mentors and follow career paths. Games and esports can be a lifeline for students who need one most, and this guide shows how building community through an esports program can help students thrive. (ISTE Jump Start Guide, 8.5" x 11", three laminated panels, six pages)
Esports in Schools by J. Collins is 6 pages long, and a total of 1,536 words.
This makes it 2% the length of the average book. It also has 2% more words than the average book.
The average oral reading speed is 183 words per minute. This means it takes and 8 minutes to read Esports in Schools aloud.
Esports in Schools is suitable for students ages 6 and up.
Note that there may be other factors that effect this rating besides length that are not factored in on this page. This may include things like complex language or sensitive topics not suitable for students of certain ages.
When deciding what to show young students always use your best judgement and consult a professional.
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