Providing educational programs to inspire individuals to educate, elevate, and empower themselves for the future.

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As the statistics of technology usage grows, it is important to look at how positive impacts of technology can be enhanced and the negative to be diminished.

ESPORTS AS A TOOL FOR EDUCATION

GAKU
Games

A program that ensures a
safe environment for young students, teachers, and parents to learn about how and when to use technology and how it affects our lives.

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Bootcamp academy

A program for university athletes to take part in a simulated bootcamp experience as well as participate in prime tournaments.

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Connected committee

Committees established to create opportunities for their entire student body (along with teachers) to keep up to date on future technologies with the consultation and advice of GAKU.

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SKILL DEVELOPMENT IN CHILDREN & TEENS.
Development in emotional and social skills
Children a video game together
Expansion in concentration time
Group of children in a vegetable garden
Development in judgement skills
Children playing football
Strengthen transferable skill
E-sports event coordinators wearing green shirts
Develop a stronger sense of right and wrong
Children and tutors
Development in job specific skills
Children playing a video game

The Council of International Schools have recognised this event as important and impactful for today’s students.

Over 70% of children between the age of 8 and 15 play games on either gaming consoles or mobile phones. Though console games are somewhat easy to monitor, mobile games are difficult for adults to observe as it is often an individual device used by one person.

GAMING IS PART OF MANY KIDS’ DAILY ROUTINES

% of gamers who play video games most days/every day
73
%
8 - 11s
71
%
12 - 15s
79
%
Boys
64
%
Girls