Dr. Katrina Lewis, founder of the Tennessee Academic Esports League (TAEL), shares how schools in her state are turn gaming into something much bigger, with real pathways into tech, media, and leadership careers. Dr. Lewis emphasizes that esports connects naturally to:
STEM pathways,
CTE programs,
cybersecurity,
broadcasting,
graphic design,
event management,
social media,
and computer science careers.
She points out that many esports-related jobs exist today beyond simply being a competitive player.
eSports skills ties into the Eureka High School Computer Science Pathway program, leading to workforce certifications, college credit, and techinical training programs.
The discussion highlights how esports can help students who may not connect with traditional athletics or extracurricular activities. Esports teams often bring together:
athletes,
band students,
tech students,
introverted students,
and gamers with different interests.
Students can participate as:
players,
shoutcasters/commentators,
social media managers,
graphic designers,
or tech support staff.
A major focus of the conversation is “pro-social learning,” which means students learn with and through each other rather than in isolation. Dr. Lewis describes ideal learning spaces as:
collaborative,
hands-on,
discussion-based,
and safe for students to take risks and make mistakes.
She contrasts this with traditional classrooms where students often work quietly and individually.
By now, many educators know that esports is more than just playing games. But here’s the real level up – school-based teams and coaches around the nation are using esports as an ecosystem for career exploration.
We also talk about what it actually looks like to start an esports team (without it feeling overwhelming), and why the magic isn’t just in the games—it’s in how teams are designed. Dr. Lewis shares how getting students to rely on each other in meaningful ways can build communication skills, responsibility, and even ethical decision-making.