GameSync Consulting · Education Division
SCHOLASTIC
ESPORTS
CAREER PATHWAY
SECP — K–12 Curriculum Licensing

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.

85
Lessons
12
Competencies
18
Weeks
13+
Years Operating
Not a gaming club.
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.

🎯
CTE-Aligned, Not PE-AdjacentArts, Media & Entertainment and IT pathway alignment. Built for Perkins V and Title IV-A funding — not a club activity.
🏗️
Built From Real OperationsEvery lesson comes from 13+ years running esports facilities — not theoretical curriculum design. Students learn what actually happens in the industry.
📡
Delivery-FlexibleIn-person, hybrid, or fully remote. The curriculum is structured to maintain integrity across all formats without compromising outcomes.
🔌
Hardware-IntegratedDesigned to pair with GameSync-spec facility builds — but fully functional with existing technology. No proprietary equipment lock-in.
Esports Industry &
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.

The T.E.A.M. Framework

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.

T
Technical Proficiency
Hard Skills

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.

E
Emotional Intelligence
Soft Skills

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.

A
Analytical Thinking
Cognitive Skills

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.

M
Media & Communication
Career Skills

The industry runs on content and clear communication. Students demonstrate oral communication through live commentary and written communication through tournament proposals and sponsorship decks.

12 Competency Domains

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.

GS-1
Esports Ecosystem
The Industry
GS-2
Event Management & Logistics
The Industry
GS-3
Financial Literacy
The Industry
GS-4
Career Navigation
The Industry
GS-5
Strategy & Cognition
The Athlete
GS-6
Ergonomics & Physical Health
The Athlete
GS-7
Mental Wellness
The Athlete
GS-8
Digital Leadership & Citizenship
The Athlete
GS-9
Hardware Engineering
The Technology
GS-10
Network & Cybersecurity
The Technology
GS-11
Content Creation & Broadcasting
The Technology
GS-12
Data Analytics
The Technology
8 Career Pathways

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.

🏆
Competitive Esports Athlete
GS-5, GS-6, GS-7, GS-12
📋
Events & Tournament Management
GS-2, GS-3, GS-8
🎙️
Broadcasting & Shoutcasting
GS-4, GS-8, GS-11
🎬
Video Marketing & Production
GS-4, GS-11, GS-12
🖥️
Technology Solutions & IT
GS-1, GS-9, GS-10
🌐
Community Building & Management
GS-2, GS-4, GS-8
📣
Sports Marketing & Programming
GS-1, GS-2, GS-3
💻
Web & Digital Communication
GS-4, GS-10, GS-11
Proven Deployments

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.

Beardsley School District
Bakersfield, CA — 3 Campuses
First institutional SECP licensing. GameSync designed, built, shipped, and deployed high-performance gaming PCs, a 25Gb network-supported server, and CCBoot management software across three K–12 campuses. Full curriculum licensing and on-site setup included.
YMCA Mission Valley
San Diego, CA
The first YMCA esports program in San Diego County. GameSync validated and designed a dedicated Digital Studio featuring esports, coding, and robotics — serving as the strategic and operational foundation for the program launch.
Gamers Grove
Cedar Grove, NJ (est. 2024)
Co-founded in 2024, Gamers Grove is among the highest-quality gaming centers in the country. GameSync managed every aspect: floor plans, full technology infrastructure, business strategy, furniture, branding, and web presence.
Uptime Esports
Production Facility Consulting
Full production studio and competitive stage design with live Twitch streaming, vMix/OBS broadcast integration, bracket system, and full-screen game capture. The technical benchmark the SECP broadcast curriculum is built upon.
GameSync Esports Center
San Diego, CA (est. 2012)
The original GameSync esports center — operated for over a decade, building a community of 25,000+ members. Hosted semi-pro teams, partnered with HyperX, Cloud9, and DXRacer. Ran 450+ private events. The real-world operational backbone of everything the SECP teaches.

"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."

Agragati Siegel · Founder & CEO, GameSync Consulting
Grant & Funding Alignment

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.

Perkins V
Carl D. Perkins CTE Act

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.

Title IV-A
Student Support & Academic Enrichment

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.

ESSER / STEM
STEM & Education Stabilization

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.

Transparent,
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.

Single Campus
$3,500
per year

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
Get Started
District · 6–15 Campuses
$15,000
per year

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
Get Started

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.

Build an Esports Program
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]