Africa's largest school eSports Arena
Centennial Schools Sunninghill has built
the largest eSports Arena
of its kind in Africa, offering
- 30 individual gaming stations in our state-of-the-art eSports lab
- Exclusive spectator stands within the eSports Arena as well as 70” TV screens to watch all the action
- A lounge area to relax and catch up on the latest hints and pro tips
- 6 Xbox motor racing stations
- High-speed Internet connectivity
- Access to our 100 Café for refreshments and food
What is eSports?
eSports is organised competitive multiplayer video gaming.
Though you may hit a cricket ball in the nets for several hours, it does not mean you are a cricketer. The difference is similar between “gaming” and “eSports”: eSports takes organisation and dedication similar to traditional team sports. But while there may be those who dedicate many hours to playing these games, it does not necessarily constitute competing in eSports.
There are many games that fall into the realm of eSports, with some of the most popular being League of Legends, Overwatch, Super Smash Bros., Ultimate, Rocket League and, of course, Fortnite.
At Centennial Schools, we are always looking to engage our students in ways schools have not been able to in the past.
*Pew Research shows that:
identify as being a gamer of some kind 1. This holds across race and socio-economic demographics.
We recognise the potential of the game-changing power of eSports.
Our aim at Centennial Schools is for eSports to be an integrated component of our larger wellness ecosystem.
We also integrate activities such as:
- Weight training in our Fitness Centre, where complex reasoning skills are developed
- Meditation and practice in our Yoga studio, where students learn to keep their heart rates steady at the peak of competition
- Aerobic training classes in our Fitness Centre help to promote problem solving skills and maintain physical fitness
SKILLS
our students learn while playing eSports
It’s intuitive: TEAM SPORTS teach valuable skills. Many parents encourage their children to participate in a team sport for just this reason. Team sports provide an arena for teaching important lessons and life skills beyond the classroom. The skills practised and honed as part of a team apply equally to any sport. eSports is no exception.
These skills include:
Working with others
Call it teamwork, cooperation or collaboration. By whatever name, working well with others requires the development of countless additional skills, like communication, assertiveness, compromise, conflict management, active listening and respect.
Social skills
Social skills are the building blocks of interpersonal relationships. They are integral to working well with teammates and coaches. Participating in a school eSports team provides a healthy environment for students to learn and practise social skills.
Strategic thinking and planning
Sports require students to set goals, assess the competition and consider their individual strengths and weaknesses. As a member of a team, students learn to establish tactics, put together game plans and adjust execution as needed. Thinking quickly and strategically is part and parcel of any sport.
Managing success and failure
Team sports teach the tough lesson that life isn’t always fair. No matter how hard you prepare, you won’t always come out on top. Learning to manage the emotions of losing – and winning – helps students become resilient.
Time management
To qualify to participate in school teams, students need to maintain their academic standing. This requires learning and applying executive function skills like organisation and time management.
Pro-social values
Team sports of any kind provide an opportunity for coaches to instil positive values. Principles and standards of behaviour like good sportsmanship, fairness, respect, persistence, honesty, fun and healthy competition are values which can buoy students throughout their lives.
Sources:
1 Source: Teens, Social Media & Technology 2018. PEW RESEARCH CENTER survey conducted March 7 to April 10, 2018.
*The Pew Research participants were aged between 13 and 17 years, and the results compared those who identify as female, and those who identify as male.