Inclusion
February 24, 2017
School sports enjoyed its highest public profile in the late 1950s and early 1960s. This was before competition from televised college and professional sports and proliferation of youth sports programs and myriad entertainment alternatives. But school sports has its greatest reach today. This is the era of inclusion.
This began with the near simultaneous expansion of opportunities for boys in a greater variety of sports and the reintroduction of similar athletic opportunities for girls.
The increased focus on the junior high/middle school level and the new opportunities for 6th-grade students to participate either separately or with and against 7th- and 8th-graders are major developments in this era of inclusion.
This era includes exploration of opportunities for students with an ever-widening understanding of physical, mental and emotional conditions that challenge students’ ability to participate in highly competitive and regulated athletic programs. It includes accommodations for students with documented changes in gender identification.
This era of inclusion includes reexamination of rules that limit students’ access to school sports while understanding that much of the value of school sports is a result of the rules for school sports. We know that if we lower the standards of eligibility and conduct, we tend to lower the value of the program to students, schools and society.
This is really the best time ever for school sports. It’s just a lot harder to operate today than 55 or 60 years ago.
Exploring Esports
May 18, 2018
One of the liveliest topics of discussion during the May 6-7 meetings of the Representative Council of the Michigan High School Athletic Association was “esports.”
Some Council members, sensing an opportunity to connect with additional students, are intrigued; and they wonder how long we can dissect the topic before the train leaves the station without our involvement and influence.
Other Council members, seeing the violent nature of many of the popular games and the lack of physical activity by participants, question what authentic place electronic gaming could ever have in educational athletics.
Where money drives the enterprise, there has been little hesitation to become involved. Most professional sports leagues and/or franchises are already heavily invested. The only value judgment being made is the return on investment dollars.
Intercollegiate athletics is not far behind. The National Association of Intercollegiate Athletics (NAIA) sponsors events. The NCAA has a powerful work group developing strategies. More than 100 colleges are providing scholarships, including Michigan institutions.
At least a half-dozen of our counterpart organizations across the US will conduct or endorse esports seasons and tournaments for high schools during 2018-19. The MHSAA has organizations both within and outside Michigan looking for our leadership.
The industry has lots of hype and cash behind it. But before it will be educators who will question how shoot-and-kill games have a place in schools.
There may be many beneficial outcomes for participating students: e.g., improved hand-eye coordination, problem-solving skills, concentration, multi-tasking, memory – even team-building skills. There also may be negative outcomes, including too much of what might be a good thing, leading to insomnia and addiction.
PlayVS, an esport upstart company aiming at the high school level, promotes esports with the slogan, “It’s not a sport; it’s our sport.”
Arthur Piccolo, CEO of New Sports Group in New York, counters, “So-called esports is not a sport, it is computer game playing.”
I delight in the debate because it is rare that something comes along that so quickly drives discussion to defining issues of school-based sports ... to searching for the sweet spot that expands student engagement without abandoning what makes school sports a force for good in students, schools and society.