Camp and Club

Academic Esports: Super Smash Bros™

Learning Objectives

  • Students will learn to understand the game from a coding perspective and use that knowledge to improve their gameplay.
  • Students learn new methods and skills to improve their gameplay. Even skilled and experienced players will learn something new!
  • Students discover the core fundamentals of science, technology, engineering, art and mathematics to increase their understanding outside of the classroom as well as in game.

About

Super Smash Bros. was introduced in 1999 and has consistently been one of the most popular and exciting games in esports for over a decade. Participants will learn in-game strategy and skills while also discovering how the game was made and what potential careers are available to avid esports players.
Grade Band:
Grades 4-12
Format
Camp or Club
Level:
Beginner-Intermediate
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SEL Competencies

Self Awareness

Students gradually recognize their own strengths, character preferences, and values in their playstyles when participating in this club. They can later translate the same mentality into the real world and serve as an effective participant in a community.

Self Management

Students improve their ability to recognize the emotions of others and themselves through the interactions outside of the game but knowing that those actions are a direct result of in-game actions. Thus, when in the real world, they’re able to analyze a difficult situation and act accordingly.

Social Awareness

Students place themselves in the shoes of others who come from a myriad of backgrounds different from their society, and are able to act with empathy for others.

Responsible Decision Making

Students understand that there are consequences for immoral actions such as being not sportsmanlike and learn how to act accordingly based on ideals such as ethics, safety, and the well-being of others.

Relationship Skills

Students build and maintain healthy relationships with other players through community, cooperation, and a healthy competitive atmosphere.

STEAM Connections

STEAM connections embedded in this program reinforce relevant science and math concepts to provide a well-rounded educational experience.

Science

Students gain insight into how gravity is calculated, how it works in the game, how it affects different characters, and how to use that knowledge to gain a competitive advantage over other players.

Technology

Students learn the history of the game and how it has advanced technologically throughout the new consoles and game engines.

Engineering

Students gather data, learn to build strategies, and use different characters in game to engineer different ways to defeat an opponent.

Art

Students gain insight into the art of fighting games to understand animation keyframes, meshes, hitboxes, and other underlying aspects of the game.

Math

Students constantly perform simple arithmetic and calculations as they play the game to develop strategies and gain an advantage over their opponent.

Technical Requirements

  • Super Smash Bros Ultimate (not included)
  • Supported Devices: Nintendo Switch
  • Zoom Video Conferencing
  • Reliable Internet connection

Implementation

Both camps and clubs are facilitated by Mastery Coding certified instructors.

Clubs

  • Delivered across multiple weeks
  • Can be run after school, during breaks, or on holidays
  • Includes additional activities outside of live sessions

Camps

  • Delivered over the course of a week (3 days)
  • 3-hour sessions
  • No additional activities outside of live sessions

All camps & clubs are facilitated by Mastery Coding certified instructors (virtual).

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