Texas TSA Academic Esports Notes
Overview of the Texas TSA Esports Partnership
- Purpose: Introduce and outline the new esports program for Texas TSA for the 2526 school year. Partners include:
- Pam Cook (Speaker, TSA adviser/executive director)
- Matt Frankenberry (PITSCO, partnership lead)
- Steph Forbes (Coding and Robotics Portfolio Manager, Mastery Coding)
- Mark Dewey (Competitive Events Manager, Pitt School Education)
- Ben O'Grady (CSO, Mastery Coding)
- Juan Arrazo (Chief Product Officer, Mastery Coding)
- Sabrina Spadofino (onboarding/support, remote)
- Mirrors (Beers) (competition guru, USA EL team member)
- Key ideas:
- Esports is framed as an academic, curriculum-integrated program (not just gaming) to support math scores, reading scores, absenteeism, and STEM/CTE goals.
- The program uses the United States Academic Esports League (USAEL) structure, combined with TSA-specific customization for Texas.
- The competition combines an academic Python-based project with an esports game (Madden NFL) to create an "academic esports" experience.
- Delivery channels:
- Live virtual sessions and a regional/State in-person event
- LMS (Mastery Coding) with a built-in Python sandbox and course content
- A single sign-on (SSO) and compliance framework (FERPA, COPPA, SOPA)
- Primary game: Madden NFL (for the 2025-26 cycle), with a Python-based academic project required for competition entry
- Core aim: Build student computer science skills through hands-on coding tasks tied to a popular sports game, leveraging intrinsic motivation and structured coaching resources.
- Onboarding and support: A dedicated team provides Q&A, onboarding, and ongoing assistance via a shared landing page and LMS discussion boards.
Why design esports this way? The three pillars
- Esports as more than athletics: emphasis on curriculum, career/CTE, STEM integration
- Addressing school challenges through esports:
- Math and reading scores improvement
- Reducing absenteeism by engaging students with relevant content
- Providing a gateway to STEM and computational thinking via gaming
- Video and demonstration notes:
- A video slide intended to illustrate the vision; technical hiccup occurred during sharing (audio only at times) and the team adjusted by continuing with slides and discussion.
Competition framework: combining academic and esports components
- Structure summary:
- Academic side: Python programming project delivered through the Mastery Coding LMS
- Esports side: Madden NFL competition, with two-player teams plus one alternate per team
- Regional rounds feed into a live State championship for 2026
- Eligibility and student scope:
- Students must be at least 13 years old (age criterion focuses on the Python coursework, not the game itself)
- Team composition: two members + one alternate per TSA esports team
- All team members gain access to the Introduction to Computer Science course in the Mastery Coding LMS and must complete a designated portion (Unit 1) of that course for competition
- Curriculum and assessment approach:
- The Python project is assessed by product deliverable, not by code inspection
- Deliverables must be a Python command-line program that takes input, processes data, and provides output related to the Madden game theme
- Program must handle invalid inputs gracefully (no crashes) and respond with helpful prompts
- Project prompt (overview):
- Based on Unit 1 of the CS foundations curriculum
- Students build a simple application that takes input, processes data, and outputs results related to Madden
- The project encourages intrinsic motivation by tying the content to the game the students are studying
- Program design tutoring and governance:
- Juan Arrazo (Lead on the academic project) explains the prompt and expectations
- The assessment focuses on the end product and user utility, not code aesthetics or complexity
- The audience is beginners; the curriculum is designed for students with little to no prior coding experience
- Game choice and rationale:
- Madden NFL selected to align with Texas culture and enthusiasm for football
- The program includes both the academic (Python) and the game (Madden) components
- Platform options and cross-play:
- Cross-play supported between Xbox, PlayStation, and PC
- Nintendo Switch is not cross-compatible online with other consoles (Switch has separate online environment)
- BYOD (bring your own device) is allowed; practice can occur at home as long as local school IT policies permit
- Licensing and access:
- Players must own a copy of Madden for their device (PC, Xbox, PlayStation, etc.)
- If opponents use different platforms, each side needs the respective licensed copy
- A link to Madden’s official site and licensing details is provided for administrators
- Tournament platform and communication:
- Competition is hosted on a dedicated online platform for signups and match management
- Match communication occurs in a Discord-free, moderated environment via the competition platform’s match chat
- Administrators manage score reporting and progression between rounds
- Onsite state championship details:
- A two-day live event with a stage, lights, and an eight-station setup to handle multiple matches concurrently
- The top 64 teams from regional rounds advance to the live state event
- There is an emphasis on viewing and production at the state conference (esports integrated into the Exhibit Hall area)
- Regional logistics and streaming:
- Regional matches are not streamed as a single broadcast; there is no central multi-match stream
- If schools want to share matches locally, they can coordinate screen sharing or other arrangements via the admins
Event timeline, deadlines, and regional/state flow
- Registration and eligibility deadlines:
- Registration opens now; closes on 111 (Nov 1)
- First virtual regional is scheduled for 1115 (Nov 15)
- Academic project submission window: Jan20 to the thirteenth (as stated in the session)
- Additional virtual regional rounds in February
- Live state championship: April (two-day event)
- Scoring and advancement:
- Each team earns a combined score from both the gaming portion and the academic project
- Top 64 teams advance to the live state championship
- The live event will crown a champion after two days of competition
- Costs and funding:
- Registration cost: 400 per team (includes curriculum and platform access)
- Additional benefit: access to Pathway Esports Toolkit (teacher-focused resource) included in the LMS
- Grants for Texas TSA schools: first 50 teams receive a 200 grant per team (i.e., 50% coverage)
- Grant details:
- Grant opens on Sept22 and closes on Oct10
- Schools must secure budget authority approval prior to applying for the grant
- Texas TSA invoices the district; TSA pays the vendor (PITSCO) directly
- The grant is intended to offset costs and facilitate broader participation; multiple grants possible for districts with many teams
- Additional financial and program notes:
- The Pathway Esports Toolkit is designed for coaches/mentors to help form teams, run practice, and manage tryouts
- The USAEL platform offers broader curriculum options beyond TSA (e.g., game design, web design, esports business, AI in esports, esports broadcasting); these are available if a school opts to upgrade to a full license
- Scheduling and administration:
- Regional administration is handled externally (not by regional TSA associations)
- An onboarding meeting will be scheduled after grant awards to kick off participation
- A dedicated landing page and contact options are provided for questions and information
Technology and access requirements
- Hardware and software requirements:
- No need for specialized hardware; most schools can use existing devices (laptop, Chromebook, Xbox, etc.)
- Chromebooks are acceptable for LMS coursework
- Practice and participation can be BYOD, subject to school IT policies and network restrictions
- Software tools and environments:
- Mastery Coding LMS provides: introduction to CS course, Python sandbox, and the project environment
- A built-in Versus code editor is available within the platform for student programming tasks
- All essential tools for the academic component are contained within the LMS (no external downloads)
- Online competition infrastructure:
- The competition platform hosts signups and match management
- Match chats occur within a moderated, Discord-free environment; admins monitor activity
- BYOD considerations and IT coordination:
- Schools should work with their IT staff to address firewall and network considerations
- USAEL staff are available to assist with IT and deployment questions
- Primary contacts and roles:
- Steph Forbes – Coding and Robotics Portfolio Manager (Mastery Coding)
- Matt Frankenberry – PITSCO liaison
- Mark Dewey – Competitive Events Manager (Pitt School Education)
- Ben O'Grady – CSO (Mastery Coding)
- Juan Arrazo – Chief Product Officer (Mastery Coding, developed the academic portion)
- Sabrina Spadofino – Onboarding and onboarding-related questions
- Mirrors (Beers) – Competition guru (USAEL)
- Pam Cook – TSA speaker/adviser/executive director (organizer)
- On-site sessions and events:
- Texas TSA statewide adviser training in San Antonio (Region 20) with breakout sessions on the new events
- On-site presence of Steph, Matt, Mark, and Ben for in-person questions and demonstrations
- Resources and information channels:
- A dedicated landing page with contact buttons for general questions, grant information, registration, and program details
- Email and chat channels established through the LMS and TSA coordination team
Educational rationale, ethics, and practical considerations
- Educational value and aims:
- Integrates coding, problem-solving, and software development concepts with a tangible gaming context
- Promotes engagement through a culturally relevant sport (football) and a widely recognized game (Madden)
- Provides a structured pathway for teachers to coach esports teams via the Pathway Esports Toolkit
- Ethical and practical implications:
- Emphasis on accessibility and inclusivity through BYOD and common school devices
- Emphasis on cybersecurity, FERPA/COPPA compliance, and safe online environments via moderated platforms
- Clear emphasis on learning outcomes (CS fundamentals) rather than purely competition results
- Real-world relevance:
- Demonstrates how gaming can serve as a gateway to STEM careers and computer science literacy
- Aligns with Texas TSA’s mission of equipping students with technology skills and real-world project experience
- Team size: two players + one alternate per team 2 players, 1 alternate
- Academic unit duration: roughly 10exthours total per unit (Unit 1 in Introduction to CS)
- Regions and match setup:
- Regions: 8 stations per live state event setup
- Regional format: multiple regional dates, optional participation window
- Competition scale:
- Top 64 teams advance to live state championship
- Live two-day championship event
- Timing and deadlines:
- Registration close: 11/01
- First virtual regional: 11/15
- Academic submission window: January20 to the thirteenth
- Live state championship: April
- Costs and grants:
- Registration cost: 400 per team
- Grant: 200 per team for first 50 teams
- Grant opening: Sept22; grant close: Oct10
- Game licensing and platforms:
- Madden version reference: Madden NFL (disc or digital copy) with cross-play across Xbox,PlayStation,PC; Switch not cross-compatible online
- Miscellaneous:
- Project delivery focuses on playable, usable end product rather than code inspection
- Regional broadcasts not provided (no centralized regional stream) but potential for local sharing is possible with admin support
Quick reference: main takeaway points
- Esports in Texas TSA is designed as an integrated academic program (not just a game) with a Python-based project and Madden competition
- Teams: 2 players + 1 alternate; age threshold ext13+ (but allowances may apply to younger students who can complete the curriculum)
- Curriculum and delivery: Mastery Coding LMS with a built-in Python sandbox; all required coursework and project work are completed within the LMS
- Costs and grants: 400 per team with up to 200 grant per team for the first 50 teams; grant process includes budget approval and TSA invoicing
- Game-specific notes: Madden NFL with cross-play among Xbox/PS/PC; Switch has limitations; ensure licensed copies for each platform used
- Timelines: Registration by Nov 1; first regional by Nov 15; academic submission window in January; additional virtual rounds in February; live state championship in April; onsite sessions in San Antonio for adviser training
- Support network: A cross-functional team from TSA, USAEL, PITSCO, Mastery Coding to answer questions and assist with onboarding
- Educational impact: Combines gaming with CS education, supporting STEM interests, and providing practical, scalable teacher coaching resources
End of notes