Jonas Salk Middle School • Old Bridge, NJ

Middle School
Technology
Innovation:
Esports

A structured, curriculum-driven esports program where every student, regardless of skill level, has a role, a purpose, and a place.

21 sessions per marking period, block schedule
5 units from citizenship to capstone
6th–8th grade every student rotates through
Year 1 Fall 2026

Where it started.

Library table. Six Chromebooks. An idea.

Where it is now.

Dedicated arena. School-wide tournaments. Lunch programs. Board-approved curriculum.

Approved by the Old Bridge Township Board of Education, launching as a full elective course Fall 2026.

Gaming
with a
purpose.

The Program

Gaming already has students' attention. The question is what we do with it.

Middle School Technology Innovation: Esports is a structured, standards-aligned elective that uses gaming as a vehicle for learning. Students explore digital citizenship, digital wellness, teamwork, communication, gaming history, esports, technology, leadership, and career pathways before applying what they learn through authentic projects and experiences.

This is not a free-play class. Students learn that esports is much bigger than the player on the screen. Students rotate through six roles: Player, Coach, Content Creator, Shoutcaster, Statistician, and Community Manager. Every role contributes to a successful esports team.

Not every student needs to be the best player in the room. Every student needs an opportunity to contribute.

The course culminates in students designing, building, playtesting, and showcasing their own esports experiences. It's where the skills they've developed throughout the year get put into practice.

The goal is simple: use something students already care about to help them discover what they are capable of.

The Course Arc

Five units. One journey.

Unit 1

Digital Citizenship

How do we behave online?

Unit 2

Mindful Gaming

How do we work as a team?

Unit 3

History of Gaming

Where did this come from?

Unit 4

Foundations of Esports

How does esports actually work?

Unit 5

Esports Capstone

Build it. Test it. Showcase it.

The Six Roles

Not everyone has to be the player.

Every student is assigned a role. Every role has responsibilities before, during, and after each session. Students who have never touched a controller have found their place here.

Player

Competes with focus and intention. Applies strategy, communicates clearly, accepts coaching with an open mind.

Coach

Leads strategy, calls plays, gives feedback that lifts players up. Manages team emotions under pressure.

Content Creator

Captures highlights and key moments. Edits clips and takes photos. Represents the program with pride.

Shoutcaster

Narrates gameplay live, builds energy, interviews players, keeps the audience engaged. Positive energy only.

Statistician

Tracks scores, records outcomes, identifies patterns. Shares data to help, not to criticize.

Community Manager

Monitors tone and energy. Encourages teammates. Sets the standard for everyone in the room.

The Foundation

The Three Rules of Esports.

Respect

How we treat teammates, opponents, equipment, and ourselves.

Effort

How we respond when things become difficult.

Growth

How we learn from mistakes and improve.

These aren't just rules for gameplay. They are expectations for how students work, communicate, lead, and learn throughout the course.

When things get difficult: A-Team Processing

Acknowledge Take a Pause Evaluate Act with Intent Move Forward
JSMS student building in Unreal Editor for Fortnite during class
Unit 5 Capstone

Students become the creators.

Across all three grade levels, students design, build, playtest, and showcase an original esports experience.

  • 6th Grade focuses on accessible game design and competition.
  • 7th Grade expands into intentional event design, production, and teamwork.
  • 8th Grade takes on the full event experience: production, leadership, and community impact.

Students may work with tools such as UEFN, Mario Maker 2, Minecraft, or other teacher-approved platforms. The tool is not the goal. Creation, iteration, teamwork, and execution are.

8th Grade Extension: UEFN. Students who choose UEFN use the same professional development environment used in the game industry, Unreal Editor for Fortnite, to design, playtest, and iterate on original experiences. Not a simulation. The real thing.
See It In Action

The room comes alive.

Lunch Program video thumbnail
Lunch Program

Lunch Program

NBA 2K Tournament video thumbnail
NBA 2K Tournament

NBA 2K Tournament

GSE Finals video thumbnail
GSE Finals

GSE Finals

The Research

What does the research say?

Independent studies on scholastic esports programs report measurable outcomes in attendance, social development, and student wellbeing. Findings below are drawn from specific studies, not presented as universal outcomes.

33.5%

lower absence rate for esports participants vs. non-participants

Moreno Valley Unified School District, 2023

70.8%

of surveyed students said esports helped them make and keep friends

Albuquerque Public Schools survey, 2025

Chuck Gordon and student Landon at the Garden State Esports State Finals with an All-Star certificate
Garden State Esports, our league. Schools participating in the GSE ecosystem regained an average of 259.5 student days of instruction annually through improved esports student attendance. That's not a national statistic. That's New Jersey.

Sources: NASEF, Connected Learning Lab at UC Irvine, Garden State Esports

View the research →
StudyYearOrganizationPopulationFinding
Scholastic esports attendance study 2023 Moreno Valley Unified School District District esports participants vs. non-participants 7.34 additional school days per year; 33.5% lower absence rate
Student wellbeing & friendship survey 2025 Albuquerque Public Schools 212 surveyed students 70.8% reported esports helped them make and keep friends
Sportsmanship outcomes survey 2025 Albuquerque Public Schools 212 surveyed students 66.5% reported improved sportsmanship
Student interviews on belonging NASEF / Connected Learning Lab, UC Irvine Scholastic esports program participants Qualitative reports of community and belonging
Regained instructional days across GSE schools Garden State Esports Participating New Jersey schools Average of 259.5 student days of instruction regained annually

Figures reflect findings from the specific studies and districts cited, not universal or guaranteed outcomes. Contact for full source links.

"
I realized they are really good people — they're family.
— Student interview, NASEF / Connected Learning Lab, UC Irvine

This photo was taken during a match.

Sometimes the best teammate isn't the one holding the controller.

One student watched the action, pointed toward the screen, and talked his teammate through what he was seeing in real time. That's coaching. That's communication. That's teamwork. Everyone has a role. Everyone has a way to contribute.

Get in Touch

Let's talk.

Interested in bringing esports into education? Whether you're an educator exploring the curriculum, a school or community partner interested in collaboration, or simply curious about our approach, we'd love to connect.

Reach out and learn more about JSMS Esports.