Squid Academy
    Developed by Squid Academy
    14 Modules
    LMS-Hosted
    Self-Paced

    Developed by Squid Academy

    Esports Educator Certificate Program

    A 14-module professional certification for esports educators, across schools, universities, and community settings.

    "A certificate isn't a trophy for finishing. It's a promise to every student you'll ever teach."

    Tenkai, Squid Academy

    Program purpose and positioning

    The Esports Educator Certificate Program (EECP) is a structured professional certification that prepares educators to deliver esports education with confidence. It is built for schools, universities, community organisations, and gaming hubs, and it assumes no prior esports expertise on the part of the educator.

    The program rests on one founding idea: esports is the medium, not the goal. Every module uses competitive gaming as a context for building transferable skills, and never treats game mastery as the point. The educator's role is to facilitate that learning, not to perform expertise.

    Across 14 modules, an educator builds a complete, integrated craft. Through the certification they develop:

    • The facilitator's confidence to lead esports learning without being a specialist, a psychologist, or a counsellor.
    • Sound teaching practice including understanding the modern student, genuine inclusion, and calm classroom management.
    • Real care for wellbeing and safety held firmly inside a clear duty-of-care boundary.
    • Modern, responsible practice from guiding productive AI use to designing curriculum and running events.
    • Portfolio-ready capability to deliver the full Squid program portfolio in any setting.

    The program is institution-ready and LMS-hosted, self-paced for the individual educator and equally suited to whole-team rollout across an institution.

    Educational philosophy

    A single spine runs through every module. It is what makes one certification enough to prepare an educator for the whole of esports education, and what keeps the program consistent from the first module to the last.

    Esports is the medium, not the goal.

    Every module uses esports to build transferable skills. Game mastery is never the objective.

    The facilitator stance.

    Educators guide learning, discussion, and reflection. No esports background, psychology training, or counselling role is required or expected.

    Safety as a constant.

    A clear duty-of-care boundary, notice, support, escalate, runs through the program, so an educator always knows the limits of their role.

    Applied, not theoretical.

    Capability is demonstrated through realistic scenarios and practical work, not memorised theory.

    Evergreen plus refreshable.

    Durable principles form the core of each module, with a clearly marked current layer kept fresh through quarterly updates, so the certification never goes stale.

    Program architecture

    The 14 modules run in sequence, but they fall into four natural clusters that build from foundations to confident, real-world delivery. Modules cross-reference each other freely and can be taken in the order that suits a cohort.

    Cluster 1

    Modules 1, 2, 11, 12

    Foundations and Industry Context

    What esports is, how the global scene and events work, and where it all leads as a career.

    Cluster 2

    Modules 3, 4, 5, 6, 9

    The Teaching Core

    Understanding students, teaching well, including everyone, managing the room, and designing curriculum.

    Cluster 3

    Modules 7, 8

    Wellbeing, Technology and Modern Practice

    Keeping students well and safe, and guiding their use of AI and modern learning tools.

    Cluster 4

    Modules 13, 14, 10

    Standards, Currency and Delivery

    What the certification means, how educators stay current, and how the whole craft comes together in delivery.

    The 14 modules

    Each module is self-contained and pairs an expert-led eCourse video with an in-depth reference handbook and a practical assessment. The modules are listed here in sequence.

    1

    Introduction to Esports Education

    What esports is and why it belongs in education

    2

    Global Esports Landscape, Events, and Policy

    The global scene, events, governance, and regional difference

    3

    Understanding the Modern Student

    Who today's students are and how to meet them

    4

    Foundations of Teaching for Non-Teachers

    The lesson arc, active learning, feedback, and reflection

    5

    Being an Inclusive Esports Educator

    Noticing barriers and giving every student a real way in

    6

    Student Engagement and Classroom Management

    Routines, pacing, psychological safety, and a calm response to toxicity

    7

    Responsible Gaming, Wellbeing, and Student Safety

    Healthy habits, online safety, and safeguarding within the boundary

    8

    AI, Technology, and Modern Learning

    Guiding productive rather than passive AI use

    9

    Esports Curriculum Design and Lesson Delivery

    Designing backward from outcomes and assessing applied skills

    10

    Delivering the Squid Program Portfolio

    The capstone: bringing the whole craft to real delivery

    11

    Esports Events, Tournaments, and Competitive Learning

    Running events as rich learning experiences

    12

    Careers, Industry Relevance, and Future Readiness

    Honest pathways, transferable skills, and portfolios

    13

    Assessment, Certification, and Educator Standards

    The competency framework and the educator code of conduct

    14

    Staying Current: Quarterly Esports Education Updates

    The quarterly model that keeps the certification current

    Each module is independently authored and reviewed for subject-matter accuracy, child safety, and cross-regional relevance.

    Module structure and delivery

    Every module is delivered through the Squid Academy LMS and follows a consistent three-part structure. Log in, watch, read, and complete the assessment. Nothing requires specialist preparation.

    Part 1

    eCourse Video

    An expert-led video that brings the module's ideas to life, streamed directly from the LMS.

    Part 2

    Reference Handbook

    An in-depth handbook capturing the full module content for educators to read, keep, and return to.

    Part 3

    Assessment

    A structured, three-part assessment that confirms both understanding and applied capability.

    The assessment, in three parts

    Part A

    Knowledge check.

    Auto-graded multiple choice that confirms the core ideas have landed.

    Part B

    Scenario responses.

    Short written answers to realistic situations. Safeguarding-adjacent scenarios are reviewed by hand by a member of the Squid Academy team.

    Part C

    Applied task.

    A practical artefact the educator can use in their own setting, marked against a clear rubric.

    Quality assurance and accreditation

    Squid Academy's teaching methodology has been independently evaluated by Education Alliance Finland, a global education quality assurance body grounded in Finnish pedagogy.

    Independently evaluated by Education Alliance Finland

    92%

    Pedagogy score

    4.2 / 5

    Learning engagement rating

    This validates the program's educational design and its suitability for formal institutional adoption.

    What a certified educator can do

    On completing the certification, an educator can:

    • Facilitate esports education in any setting, without being a specialist.
    • Understand and teach the modern student, and include every learner.
    • Manage a competitive classroom calmly and keep it psychologically safe.
    • Protect student wellbeing and act correctly within a safeguarding boundary.
    • Guide responsible, productive use of AI and modern learning tools.
    • Design and adapt esports curriculum, and run events as learning experiences.
    • Give honest, encouraging careers guidance without overselling professional play.
    • Uphold a clear code of conduct and stay current as the field moves.
    • Deliver the full Squid program portfolio across schools, hubs, and universities.

    Delivery, flexibility and who it's for

    Self-paced through the LMS.

    Educators progress module by module at their own pace, with video, handbook, and assessment in one place.

    No prior esports expertise required.

    The certification assumes teaching instinct, not gaming credentials.

    Individual or whole-institution.

    Equally suited to a single educator's development or to certifying an entire team.

    The program is designed for:

    • Schools and high schools introducing esports or competitive gaming
    • Universities running esports programs, societies, and pathways
    • Community organisations, youth centres, and LAN or gaming hubs
    • Existing Squid Academy delivery partners certifying their educators

    Institutional fit and next steps

    The EECP is the educator-facing companion to the Squid program portfolio: Modern Sport Pathways, Play The Game, Mind Your Game, and Business of Esports. Certifying your educators means your institution can deliver any of these programs, in any setting, with confidence and consistency.

    • Phased adoption or full-team rollout
    • Alignment with existing staff development and CPD
    • A credible, expert-backed route to esports teaching capability

    All content is production-ready and LMS-hosted from day one. Detailed program scope, implementation planning, and partnership terms are shared through direct consultation to ensure alignment with institutional goals and local requirements.

    Let's talk

    To find out how the Esports Educator Certificate Program can equip your educators, get in touch.

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