International WESCO program

Changing the People, Changing the World

The game is the means. The end is learning, citizenship and the student's future.

Change the People, Change the World
8themed axes, from workshops to the WESCO seal
40students at most per class, in rotation
2hours at most per class, to respect screen limits
12phases, from the school diagnosis to the final report

01

Educate through Esports, not only for Esports

Competition is one tool among several, not the goal. The commitment is to the school: the curriculum, the student staying in class and the skills the 21st-century job market asks for.

01

Gamification and reverse gamification

Gamification brings the logic of the game into the lesson. Reverse gamification goes the other way: it starts from the game and arrives at schoolwork, reasoning and ethics.

02

Digital sports practice

Guided practice of digital sports in several franchises, modes and platforms, suited to each age group, as a tool for development, inclusion, career and leisure.

03

Careers of the ecosystem

Students discover the jobs that make Esports exist, and the software, equipment and platforms behind each one.

StreamingCastingCommentaryRefereeingCoachingVideo production
The WESCO Education Center

Inside the classroom

The program lives in a room set up for it: game stations, a streaming corner, VR, robotics and subjects taught through games.

Streaming and production
Streaming and production

02

What the student learns

Three tracks, adjusted to the age group and to the curriculum of each school system.

  • Native language and English: grammar, basic English, conversation
  • Mathematics, basic and advanced
  • History
  • Ethics and sporting values
  • Geography
  • Programming for the web, websites and images

What the method builds

  • Logical reasoning
  • Creativity
  • Communication
  • Teamwork
  • Autonomy
  • Leading roles for young people
  • Emotional intelligence
  • Healthy competition
  • Socio-emotional skills
  • Skills for future careers
Interactive geography on a touch table

Geography you can touch. History you can walk through.

03

Eight axes

  1. 1Educational and inclusive game workshops, and training
  2. 2Gamification and reverse gamification
  3. 3Metaverse environment
  4. 4Teaching program for students
  5. 5Training and support material for managers and teachers
  6. 6Digital platforms
  7. 7High-performance equipment and immersive environment
  8. 8WESCO seal

Education and Science

Multidisciplinary teaching through the Esports ecosystem and its subjects.

Innovation and Technology

Esports tools as solutions on several fronts.

Family and Inclusion

Including everyone, without distinction, through the Esports ecosystem.

Career and Integrity

Valuing the student and the athlete through their whole cycle.

04

The room inside the school

The Centre for Education, Innovation and Social Inclusion with Electronic Sport sits inside the school, in the timetable of the school system. Classes run in the morning and afternoon, in groups of up to 40 students in rotation, for two hours at most. Lessons can be taught by staff or by the system's own teachers, trained by the program in the areas where they show aptitude.

Game stations

Gaming PCs with monitor, keyboard, mouse, headset and chair; consoles with their own screens; phones for mobile gaming; footrests and bean bags.

Production and streaming

PC and broadcast cameras, microphones, chroma key screen, lighting spots and a central presentation monitor.

Network and power

Managed wired network at 10/100/1000, managed Wi-Fi on 2.4 and 5 GHz, a network server and uninterruptible power supplies.

Comfort and safety

Air conditioning sized by the room's thermal calculation, fire extinguishers as the fire service requires, a first-aid kit and themed decoration.

The method also uses the metaverse and gamification strategies there, with real-time interaction between the WESCO team, teachers and students, bringing the physical and the virtual space closer.

Robotics and hands-on building

Build it, code it, play it

Robotics, programming and gamified mathematics sit next to the games themselves, so the students learn by making.

Programming with a mentor

05

From the school diagnosed to the Centre running

A flexible method, adapted to each school system after a survey of the school's reality.

1

Situation survey

Student profile and interests, dropout and repetition rates, indicators such as the national school index, infrastructure, working conditions and how the school teams are organised.

2

Training, follow-up and evaluation

Continued training of managers and teachers, talks across the school year and multidisciplinary monitoring that guides teaching decisions.

3

Teaching coordination

Management, technical and teaching teams joined with the partner network, with administrative support for reporting under the law and the approved work plan.

  1. 1Situation assessment
  2. 2School infrastructure analysis
  3. 3Work plan
  4. 4Organisation and planning of activities
  5. 5Contracting of services and products
  6. 6Equipment set-up
  7. 7Program launch
  8. 8Teacher training
  9. 9Start of Esports training
  10. 10Gamification and social inclusion workshops
  11. 11Talks, monitoring and evaluation visits
  12. 12Final report

What the program expects to deliver

  • Infrastructure fit for sport, together with a better teaching structure
  • Higher school performance among the students served
  • A positive effect on the school indicators of the city or state
  • Teachers trained for the new technologies
  • Students introduced to electronic games as healthy sport
Virtual reality learning

Virtual reality, in class.

06

Training and Inclusion Centres

Beyond the school: spaces for first contact, training and professional skills, open to the community, with approved equipment.

Access before talent

In Esports, the first selection does not happen in the match. It happens before it. To play football you need a ball. To practise Esports in a condition to compete you need a suitable machine, a stable connection, a place to train and someone to guide you. Each one is a barrier, and together they decide who reaches the sport before anyone looks at merit.

Barrier

A computer or console that runs competitive games is beyond many families.

Answer

Approved shared stations

Including is levelling the ground, not lowering the bar. A centre is not a smaller version of the sport for people with less. It is the same equipment, the same software and the same training standard, within reach of those who never had it.
  1. Enter

    The open door

    Visits, demonstrations and first contact, open to the community, for people who never touched Esports.

  2. Learn

    Training

    Guidance, ethics and professional training, so interest in the game turns into knowledge and a work perspective.

  3. Advance

    The real sport

    For those who choose to compete, the centre is also a training base and a stage for events inside the federated system.

Who makes a centre happen

A centre is a partnership, not a building. The equipment and software are approved and standardised by WESCO, so an athlete who started in a centre on the edge of a city trains and competes in the same conditions as in any other centre.

WESCO team and students
  • WESCO and its partnersMethod, approval and standards
  • Public sectorSpace, public policy and continuity
  • Private sectorInvestment, sponsorship and equipment
  • Third sectorPresence in the community and local mobilisation

What a centre is for

  1. 01Professional training in Esports
  2. 02Training sessions for federated teams
  3. 03Training sessions for federated athletes
  4. 04First contact for the general public
  5. 05Classes in Esports education and ethics
  6. 06Sanctioned competitions

What a person takes away, competing or not

Students and visitors at a WESCO education stand
Access to technologyBelongingTeamworkDisciplineSporting ethicsDigital skillsA career perspectiveCompany
Living history

Subjects come alive

History in front of the Colosseum, mathematics as a game and cities built on screen: the classroom borrows the language of games to teach the school subjects.

A separate education project

The Master in Global Esports Management is WESCO's own executive course, run with Euncet Business School of Barcelona. It does not belong to this program.

Open the Master

Bring the program to your school, city or community

Governments, schools, companies, associations and institutes can join. Write to WESCO.

Talk to WESCO

Ready to dive in?

Tell us what your country, federation or company wants to build. We will tell you how WESCO can help.

Write to WESCO