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