ESPORTS
CAREER PATHWAY
The only esports curriculum built by a real operator. 18 weeks. 85 lessons. 12 competencies. CTE-aligned, grant-eligible, and proven across school districts, YMCAs, and community institutions.
A career pathway.
Most "esports programs" are after-school clubs with a screen and a bracket. The SECP is a structured academic course built from the ground up by someone who has operated esports facilities for over a decade — not a textbook publisher, not an academic committee.
That difference shows in every lesson, every competency, every real-world scenario students work through.
Performance Management
The SECP treats esports as what it actually is: a convergence of technology, business, media, performance science, and community management. Students who complete this program don't just become better gamers — they become stronger thinkers, communicators, and professionals prepared for careers across the full esports ecosystem.
The course spans 18 weeks and 85 structured lessons organized across 12 competency domains. It earns 1.0 credit as a semester or year-long elective. No prerequisites required — designed for complete beginners with no prior computer science background.
Every hour of gameplay in the SECP is matched with an hour of structured skill development. The T.E.A.M. framework ensures the curriculum delivers measurable outcomes across four critical professional dimensions — all through the lens of esports.
Students move beyond being "users" of technology to becoming "engineers" of it. From network configuration to streaming bitrates and PC component compatibility, they develop real technical mastery.
Esports is a high-pressure environment. We use this stress as a simulation for real-world conflict resolution. Students practice self-regulation, empathy in victory and defeat, and leadership under pressure.
Modern gaming is data-driven. Students analyze game metadata, apply logic to solve strategic problems in real-time, and perform VOD reviews to objectively critique performance — a direct analog to business analytics.
The industry runs on content and clear communication. Students demonstrate oral communication through live commentary and written communication through tournament proposals and sponsorship decks.
The GameSync Competency Matrix (GS-1 through GS-12) forms the academic backbone of the SECP. Each competency maps to real-world career skills across three domains: Industry, Athlete, and Technology.
One of the most persistent misconceptions about esports education is that it prepares students only for careers as professional players. The SECP specifically prepares students for careers across the full esports and technology ecosystem.
The SECP is not a theoretical framework. It has been developed and refined through real-world deployments across K–12 schools, community organizations, and institutional facilities — with over 13 years of direct operator and consultant experience behind it.
"Most esports programs teach kids to play games. The SECP teaches kids to run the industry. There's a profound difference — and it's exactly what schools need."
The SECP is designed to be funded. Its CTE alignment and documented learning outcomes make it a strong match for the three most accessible K–12 technology funding streams. GameSync can assist in identifying applicable funding sources for your institution.
Direct alignment with "Information Technology" and "Arts, Media & Entertainment" CTE pathways. Perkins V is the primary federal funding stream for CTE programs and covers curriculum, equipment, and professional development costs.
Qualifies under SSAE grants for "Well-Rounded Education" and "Effective Use of Technology." Title IV-A funds are flexible and can cover curriculum licensing, technology access, and student enrichment activities.
SECP's deep integration of network engineering, hardware, and digital production positions it strongly for STEM grant funding. Applicable at both district and state levels for technology-forward curriculum initiatives.
Recurring Licensing
SECP licensing is structured for districts of every size — from a single campus pilot to a full district rollout. All licenses include the complete 85-lesson curriculum, competency matrix, assessment materials, and implementation support. Annual renewal discount of 15% when renewed before expiration.
Ideal for a pilot program or standalone school deployment.
- Full 85-lesson SECP curriculum
- GS-1 through GS-12 competency matrix
- All assessment & grading materials
- Digital delivery & updates
- Email support
The most common entry point for district-wide adoption.
- Everything in Single Campus
- Multi-site deployment support
- Onboarding call with GameSync team
- Quarterly check-in sessions
- Priority email & phone support
Full district licensing with maximum support coverage.
- Everything in 2–5 Campus tier
- On-site implementation available
- Teacher/instructor training session
- Co-branding options available
- Dedicated account manager
State-level and white-label licensing available. Multi-year agreements and implementation add-ons available. Contact GameSync for custom pricing. · 15% renewal discount when renewed before expiration.
Your District Can Be Proud Of
The SECP is ready to deploy. Whether you're starting with a single campus pilot or rolling out district-wide, we'll build a proposal specific to your institution, identify applicable grant funding, and have you up and running in weeks — not years.
www.gamesync.consulting/scholastic-esports · [email protected]