eSports in schools

This week, the Internet Development Institute (IRI) sent proposals to the Ministry of Education to introduce e-sports for teenagers in the optional school program. The agency promptly promises to consider them, worrying about the health of schoolchildren.
A non-profit organization created by the Presidential Administration in 2015 for the development of the digital economy offers the Ministry of Education a pilot project within the framework of the federal projects “Modern School” and “Digital Educational Environment”.

Iran substantiates its initiative from different angles. Firstly, taking care of personnel for the country.

Secondly, by changing the content of education, it is proposed to modernize “Informatics” and even transform the subject “Technology” into classes on robotics and virtual reality. Thirdly, this is a way to deal with network addiction and phobias of adolescents, to prevent them from getting into the network of “blue whales and cyberbullying. Iran also cites the experience of Sweden and Norway, where e-sports is included in compulsory programs in a number of schools.

Given that proposals for expanding the school curriculum are received regularly, one could again relate to the initiative with humor. The teacher council even compiled a list of these initiatives from various branches of government and public organizations that do not fit into any school schedule. Nevertheless, this proposal comes from a fairly influential government structure. The press service of the Ministry of Education has already announced that it is ready to consider the proposals, noting the importance of the issue of child safety and health.

Mary, the expert from csgobettings suggested that perhaps this is an attempt to increase the importance of e-sports in the professional community of educators, the business is trying to legalize this activity, separating in the public mind from other, not so “useful” computer initiatives.
The whole industry lives off of a huge audience of teenagers who cannot realize themselves in life, but finds themselves in virtual reality. Of course, their business task is to attract as many users of these games as possible. Actually, a competitive effect was invented so that the competition would attract the minds of even more young people.

It’s important not to engage in the industry itself, but to think about how to use the community of interesting guys who are passionate about games to form the technological elite from them in the future