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STRIKE
Esports, sim racing, streaming and digital production.
STRIKE is Sunmarke School’s hybrid ICT, esports, sim racing and broadcast lab. During the school day it operates as a fully equipped ICT classroom. When activated for esports, the same environment becomes a structured space for competition, teamwork, performance analysis and digital production.
Students use gaming desktops and laptops to develop communication, strategy and decision-making through school-approved esports titles. The STRIKE Racing Simulator introduces competitive sim racing, while a dedicated Streaming Pod allows students to explore commentary, production, graphics, audio and live-event broadcasting.
STRIKE extends well beyond playing games. Students examine computing, mathematics, business, media, English, wellbeing and digital citizenship through esports-related projects, and explore careers across game development, broadcasting, event production, data analysis, coaching and marketing.
Competition with educational purpose
Esports becomes a structured environment for teamwork, preparation, communication and reflection. Matches are opportunities to analyse decisions, identify improvements and understand how teams perform under pressure.
More than the player
Students can become competitors, coaches, analysts, commentators, producers, observers, graphic designers, event organisers, technicians and content creators.
Racing meets digital competition
The STRIKE Racing Simulator introduces sim racing, track strategy, reaction and consistency. Improving a lap requires controlled practice, observation and evidence.
A broadcast studio inside the lab
The Streaming Pod lets students experience the production side of esports — how commentary, camera selection, graphics, audio and technical production combine to create a broadcast.
Team esports competition
Students form teams, take defined roles and compete using approved titles – preparing tactics beforehand, communicating during play, and reviewing afterwards to identify specific improvements.
Race, analyse, improve
Students compete on the STRIKE Racing Simulator and study how driving decisions affect lap performance, changing one part of their approach and testing whether it worked.
Produce the broadcast
Students use the Streaming Pod to produce an esports programme, taking roles as presenter, commentator, analyst, observer, producer, audio operator and graphics operator.
Become the performance analyst
Students collect match information, convert it into charts and summaries, identify patterns and present recommendations to their team.
Build an esports brand
Students create the identity for a team – name, logo, visual identity, social assets, player profiles and event materials – with older students exploring sponsorship, audiences and budgets.
Run an esports event
Students plan and deliver a tournament: format, rules, fixtures, registration, schedule, communications and roles across competition management, broadcast, technical support and operations.
An annual Sunmarke esports competition using selected age-appropriate titles. Students take part as players, coaches, analysts, commentators, producers and organisers, with awards recognising teamwork, leadership, communication, improvement and sportsmanship alongside results.
An annual sim racing competition built around consistency, race craft and measured improvement. Students compete through qualifying stages to a final, assessed on lap time, consistency, racing decisions and improvement across the programme.
Student teams produce a complete esports broadcast – programme plan, graphics, commentary, technical production and pre- and post-match segments – assessed by an expert panel on communication, production quality, storytelling and teamwork.
Guest sessions and career encounters with players, coaches, game developers, broadcasters, commentators, content creators, event producers, marketers, designers, data analysts and technology specialist
Study and career pathways this lab opens up.
Top-tier universities in the UK, USA, Canada, Europe, the UAE and beyond. Strike Lab introduces students to the fast-growing world behind gaming and esports. From competitive play and performance analysis to game development, broadcasting and content creation, students discover how their interests can connect to future study, emerging industries and exciting careers.
Performance analysis
Game development and design
Software engineering
Broadcast and sports production
Streaming and content production
Commentary and presenting
Video production
Graphic design
Animation
Audio production
Event management
Marketing
Sponsorship
Social media
Data analysis
Cybersecurity
Network engineering
Sports psychology
Motorsport simulation
Community management and journalism
Curriculum connections
STRIKE is a hybrid learning environment that uses competitive gaming as a context for applying curriculum knowledge and developing technical and personal skills. It should support normal curriculum learning rather than operate only as an extracurricular gaming space. The strongest learning occurs when students have defined tasks, roles, outcomes and opportunities to review their performance.
Students investigate computer hardware, networking, latency, internet connectivity, peripherals, software configuration and digital security. Advanced projects can introduce game development, programming, cybersecurity and network administration.
Students collect and interpret performance data through percentages, averages, probability, ratios, rankings, graphs and statistics. Sim racing creates opportunities to examine lap times, averages, consistency, speed and performance trends.
Students write match reports, scripts, interviews, event announcements, reviews and analytical pieces. Commentators practise speaking, questioning, listening and responding quickly while communicating clearly to an audience.
Students examine how live broadcasts are planned and produced, including camera selection, graphics, sound, commentary, audience, branding, editing and storytelling.
Students examine team management, sponsorship, marketing, events, revenue, intellectual property, audiences and brand partnerships. They can develop business plans for an esports event, team or related product.
Students examine gaming hardware, ergonomics, peripherals and the design of physical gaming environments. They can design accessories, workstation concepts or solutions that improve comfort, organisation or accessibility.
Students examine reaction, coordination, concentration, posture, recovery and the routines required to maintain healthy performance, including breaks, movement, hydration, sleep and balanced screen use.
Students address respectful communication, online conduct, cyberbullying, privacy, identity, inclusion and responsible gaming. They learn how to compete intensely while maintaining respect for teammates and opponents.
Sim racing and gaming provide contexts for studying forces, motion, reaction time, human performance and energy. Students can conduct controlled investigations into variables that affect physical or digital performance.
Students create logos, team identities, overlays, broadcast graphics, digital assets and event branding. They consider typography, composition, consistency and audience.
Students explore microphone technique, sound levels, audio mixing, sound effects and music used in digital production.
Students examine roles surrounding esports and gaming, including broadcasting, content production, coaching, software development, event operations, analytics, marketing and technical support.
Inside Strike
From competitive gaming and racing simulation to streaming, teamwork and strategy, these moments capture students building confidence, creativity and digital skills through immersive, hands-on experiences.
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