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

Madden game specifics and cross-platform considerations

  • 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 11111\,1 (Nov 1)
    • First virtual regional is scheduled for 111511\,15 (Nov 15)
    • Academic project submission window: Jan20 to the thirteenthJan\,20\ 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 6464 teams advance to the live state championship
    • The live event will crown a champion after two days of competition
  • Costs and funding:
    • Registration cost: 400400 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 5050 teams receive a 200200 grant per team (i.e., 50% coverage)
    • Grant details:
    • Grant opens on Sept22Sept\,22 and closes on Oct10Oct\,10
    • 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

Roles, contacts, and on-site opportunities

  • 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

Summary of key numerical and logistical references (LaTeX-formatted)

  • Team size: two players + one alternate per team 22 players, 11 alternate
  • Academic unit duration: roughly 10exthours10 ext{ hours} total per unit (Unit 1 in Introduction to CS)
  • Regions and match setup:
    • Regions: 88 stations per live state event setup
    • Regional format: multiple regional dates, optional participation window
  • Competition scale:
    • Top 6464 teams advance to live state championship
    • Live two-day championship event
  • Timing and deadlines:
    • Registration close: 11/0111/01
    • First virtual regional: 11/1511/15
    • Academic submission window: January20January 20 to the thirteenth
    • Live state championship: AprilApril
  • Costs and grants:
    • Registration cost: 400400 per team
    • Grant: 200200 per team for first 5050 teams
    • Grant opening: Sept22Sept 22; grant close: Oct10Oct 10
  • Game licensing and platforms:
    • Madden version reference: Madden NFL (disc or digital copy) with cross-play across Xbox,PlayStation,PCXbox, 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: 22 players + 11 alternate; age threshold ext13+ext{13+} (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: 400400 per team with up to 200200 grant per team for the first 5050 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