Workshop overview

Year level 7 to 9
Capacity A standard class group or team of 15-30 students
Duration To maximise our impact, we will spend a full day at your school equipped with enough technology to facilitate two classes per 50-minute session (or adjusted to fit the period length your school follows).

Workshop details

In this collaborative workshop, participants work in teams to compete in a curated esports tournament while learning the art of broadcasting. Students will rotate roles, including player, commentator, and technical producer, to experience the diverse career pathways within the gaming and esports industries. This session emphasises communication, teamwork, and digital media skills showcasing the professional opportunities available in this growing field.

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Curriculum links

Health and Physical Education (ACARA V9.0)

Develop movement skills and strategies for physical activity. Reaction training and Virtual Cycling will be used to improve students’ coordination, agility, and tactical decision making, as they adapt their movements to the changing demands of the activity and optimise their techniques for better performance (AC9HP8M01)

Selecting strategies that have been successful previously and applying the most appropriate ones when solving new movement challenges. Wearable technology and Virtual Rowing will enable students to monitor their fitness levels in real-time, analyse their physiological data, and create strategies to enhance their physical performance based on feedback from the technology (AC9HP8M02)

Examine how to improve performance in physical activities. Students will participate in Virtual Golf and Oculus VR sports, using data analytics and interactive feedback to identify areas for improvement in their technique and adjust their approach for better outcomes (AC9HP8M03)

Participate in a range of physical activities using new skills. The Sports Tech Experience will engage students in various activities, including Motorsport simulation and Just Dance esports, allowing them to apply new movement skills in diverse and immersive sports tech challenges (AC9HP8M07)

Science (ACARA V9.0)

Investigate how forces affect the movement of objects. Students will explore how Virtual Golf simulations demonstrate the effects of forces like gravity and air resistance on ball trajectory, using technology to visualise and measure these effects (AC9S7U04)

Investigate how energy is transferred and transformed in systems. Virtual Cycling and rowing activities will illustrate how mechanical energy from pedalling or rowing is converted into digital signals that control the avatar’s movement in the virtual environment (AC9S7U04)

Investigate how body systems respond to physical activity. By using wearable analytics, students will measure real-time data such as heart rate and breathing during Oculus VR sports, gaining insights into how physical activity affects the cardiovascular and respiratory systems (AC9S8U02)

Examine how body systems coordinate to respond to physical stimuli. Reaction training with Blaze Pods will challenge students to respond quickly to visual stimuli, helping them understand how their nervous and muscular systems work together to execute rapid movements (AC9S8U02)

Mathematics (ACARA V9.0)

Investigate and interpret data in the context of real-world problems. Students will analyse data collected from reaction training or the sports metrics equipment, interpreting results to solve problems related to speed, distance and fitness levels (AC9M7ST01)

Use appropriate measures of central tendency and range to summarize data. Data from fitness tests, results in game and reaction training will be used to calculate averages, ranges, and other statistical measures to summarise students’ performance (AC9M7ST02)

Represent data using appropriate graphs. Students will read plot reaction time data or Virtual Rowing graphics to recognise the representations of change in performance across the different technology. The technology presents a myriad of different graphs and ranges for students to interpret (AC9M8ST02)

Investigate statistical relationships between variables. By examining relationships between variables such as heart rate and speed students will identify correlations and draw conclusions from their data (AC9M8ST04)

Technologies (ACARA V9.0)

Investigate how data is collected and represented in digital systems. Through the use of wearables and Virtual Golf analytics, students will explore how sensors collect data and represent it digitally for performance analysis and feedback (AC9TDI8K01)

Investigate how digital systems use sensors and other inputs to process and transmit data. In the Sports Tech Olympics students will engage with systems to understand how sensors detect input, such as speed and force, and transmit this data to control digital simulations (AC9TDI8K02)