A few years ago, if you told a school trustee that video games could improve attendance, they'd probably laugh you out of the boardroom. Today, some of those same trustees in K-12 schools in Canada are funding eSports arenas. What changed? Educators started to see the skills students were building behind the screens.
Let’s be clear: the value of educational gaming goes far beyond entertainment. Yes, it’s fun. Yes, it engages students who might not otherwise find their place in a gym or on a field. But it also develops tangible, transferable skills. Communication. Collaboration. Problem solving. Leadership. And just as important, it gives students a sense of community and belonging that was lost and had to be rebuilt after the pandemic.
One teacher recently told us how they were using eSports in the classroom to help curb chronic absenteeism. Students were told they could stay in the program as long as they showed up for class. So, they did. The team dynamic gave them something to look forward to and a reason to show up for each other.
That’s the story we need to tell more often. Because while gaming may look like just a screen and a controller, it’s really about connection, confidence, and career readiness.
When students play together, not just side by side but as a true team, something shifts. They learn to communicate under pressure, make quick decisions, adjust strategy on the fly, and think beyond themselves. These aren’t just in-game skills; they’re life skills.
One coach shared an example that stuck with me. His team had just one minute to select a loadout — choosing tools for the game — using limited credits. Watching the players negotiate, support each other, and make sure no one was left out while under the pressure of a time limit, felt like watching a business team in action. Only faster.
Classroom tools like Kahoot, or collaborative platforms like Minecraft and Roblox, show how gaming sharpens decision-making, critical thinking, and creativity. When students use apps like Scratch or Unity to build their own games, they’re not just learning code. They’re learning to tell stories, solve problems, and work together to make something real.
Gaming programs aren’t limited to the players. Some schools are building viewing rooms and stream setups, giving students hands-on exposure to broadcasting, AV tech, and live production. Others are connecting gaming to cybersecurity, digital media, and IT fundamentals.
These are legitimate career paths. And for some students, they start with a headset and a game controller.
We’re also seeing hints of how gaming could evolve. I recently attended Web Summit and saw an AI-powered ping pong table that gave live, play-by-play commentary with post-match analytics. Imagine applying that kind of experience to a gym class. It’s not far off. With wearable tech and gamified physical education, students could track performance, hit benchmarks, and get instant feedback — all while moving their bodies and staying active.
If you're leading a school district and wondering where to begin with eSports in the schools, start with policy. Hardware and infrastructure matter, but safety, privacy, and a clear definition of how eSports fits into your educational goals will guide long-term success.
Next, look for your champion. Every successful program I’ve seen starts with one — a teacher, principal, or IT lead who believes in the potential and is willing to drive it forward.
At Compugen, we support those champions. Whether it’s assessing infrastructure, designing secure and scalable networks, or connecting school districts with others who have already made the leap, we’re here to help.
I still remember the moment that changed my perspective on gaming.
In college, I was all about racing games on my PlayStation 2. Then a friend invited me to a Halo 2 LAN party — four Xbox consoles, four TVs, sixteen people. I was hooked. I bought an Xbox, Halo 2, a headset, and a subscription to Xbox Live the next day.
That night wasn’t just about fun. It was the first time I experienced what real teamwork in a game felt like. It taught me how to communicate, adapt, and support teammates under pressure. And I’m still friends with some of the people I met that night, both in person and online.
That’s the kind of connection gaming can foster. And it’s happening in schools, right now.
If I had to choose one game to inspire an education strategy, it would be Minecraft. It’s open-ended, collaborative, and low risk. You build, break, try again. It’s easy to start and hard to master, just like real learning. It's easy to pick up and play, but it takes time and effort to become an expert, keeping it interesting. It has endured the test of time, still popular almost 15 years after its original release date. And Steve’s Lava Chicken looks delicious.
Multiplayer mode teaches students how to co-create and manage shared goals. Tools like this support both beginners and advanced learners, so no one gets left behind. And the combination of STEM, storytelling, and design builds technical and human skills side by side.
It’s a sandbox. But the outcomes are very real.
In the next five years, I expect eSports to take its place alongside traditional school sports, STEM, and computer studies programs. More intermediate grades will use gamified learning. More students will discover career paths through gaming. And more school districts will stop asking if gaming in the schools belongs and start exploring what more it can do.
Because when students feel seen, supported, and excited to learn, that’s when education levels up.
If your school board is exploring how gaming could support student engagement, career readiness, or inclusive learning, let’s talk about what’s possible. Compugen is here to help.