Exploring the Potential of Esports in STEAM Education: A Practical Digital Transformation Skill Development Program for Japanese High School Students
摘要
This paper reports on an innovative extracurricular educational program collaboratively conducted by a Japanese high school and a university, focusing on esports and 3D manufacturing. The initiative aimed to enhance students’ interests in digital technology, data science, and STEM fields through practical, hands-on learning sessions. Over eight structured sessions, 15 high school students participated in various activities, including 3D design workshops, game programming exercises, and interactive esports training with League of Legends. Guided by faculty specializing in product design, computer engineering, mathematics, and esports club advisors, students engaged in both theoretical instruction and practical applications such as statistical data analysis. The program was designed to stimulate students’ curiosity and reduce barriers to learning advanced technologies. Survey results showed high student engagement, indicating increased interest in digital skills and ICT environments, despite limited prior experience. The study concludes that integrating esports in educational settings effectively captures students’ attention, enhances digital literacy, and supports the development of next-generation DX (digital transformation) competencies. Future challenges include securing sustainable learning opportunities and achieving wider acceptance among stakeholders.