Guide to Grants and Funds for Esports Programs

Guide to Grants and Funds for Esports Programs

Oct 31, 2023

Updated Dec 4, 2025

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Summary

Esports is no longer “just gaming.” When tied to clear academic and CTE goals, it qualifies for major U.S. K-12 funding streams like Title I, II, III, IV, IDEA, ESSER, Perkins, state grants, and private opportunities. Because it boosts engagement, reduces absenteeism, supports mental health, builds career skills, and serves underserved students, districts can confidently position esports and game-based learning in their grant applications. This guide explains how and why esports aligns with Department of Education priorities, breaks down key funds, and shows how platforms like Gameplan fit into funding narratives.

Don't forget to download the funding guide at the end of the blog!

Why Are Esports Programs Eligible for Funding?

Esports programs are eligible for funding primarily because they align with key educational objectives and outcomes, such as increasing student engagement, especially with at-risk students, preparing students for future careers, promoting collaborative and strategic problem-solving, and many other benefits to the classroom. This alignment makes esports a strong candidate for a wide range of federal, state and private funding sources.

How to Fund an Esports Program?

Schools typically braid several funding sources together like Title I, II, III, IV, IDEA, ESSER and Perkins.

Requirements vary depending on the funding source. Generally, you'll need to demonstrate how the program benefits students, aligns with educational goals, and meets the specific needs of your school or district.

Most applications require you to:

  1. Show the need (engagement, attendance, equity, mental health, career readiness)

  2. Explain how esports and gaming address that need

  3. Connect your plan to eligible uses of funds (curriculum, PD, technology, SEL, CTE, etc.)

  4. Name your provider and solution, such as Gameplan, for curriculum, PD, and student engagement tools

A structured esports curriculum and platform like Gameplan makes funding easier to justify, because you can clearly show academic and CTE alignment.

The Role of Esports in Meeting Department of Education Goals

When we look at the Fiscal Year 2024 Budget Summary from the Department of Education, there are specific areas that are being focused on, such as the equity gap, mental health, underserved communities, diversity, multilingual education, lack of staff, concentrated poverty, racial isolation, providing opportunities, academic recovery, and helping students with careers. So, how exactly does esports help with that? 

Esports programs contribute significantly to addressing various educational challenges named above, such as narrowing the equity gap by providing equal participation opportunities to all students, regardless of physical abilities or socio-economic status. They also play a crucial role in improving mental health by fostering a sense of community and offering a stress-relief outlet. 

In underserved communities, esports serve as a cost-effective extracurricular activity and an alternative option to traditional sports, requiring fewer resources and less physical space. These programs promote diversity and inclusivity, bringing together participants from different backgrounds, including those with different physical abilities and from various racial and ethnic groups. This inclusivity extends to multilingual education, where esports can bridge communication barriers in a multicultural environment. In schools with limited staff, esports can be managed with existing resources. They can engage students in areas of concentrated poverty, offering them a low-cost, high-engagement, entertaining, and educational activity.

Esports also provide crucial opportunities for academic recovery, reducing chronic absenteeism and helping re-engage students who have fallen behind academically. The skills developed in gaming, like strategic thinking and problem-solving, are transferable to academic subjects, aiding in academic recovery. Additionally, the growing esports industry offers a multitude of career opportunities, from game design to cybersecurity, thereby opening new paths for students to explore and develop skills relevant to the digital age. 

Funding Options for Esports Programs

Title I Funds: Supporting Low-Income Students

Title I funds target programming for students from low-income families, focusing on meeting challenging academic standards. These funds should directly benefit low-income students, and if 40% or more of a school’s student body comes from low-income families, Title I funds must be used for school-wide initiatives. 

Esports and game-based curricula boost engagement and attendance for students who are most at risk of disengaging.

  • Schools can use Title I for:

    • After-school esports programs and clubs

    • Equipment and devices that directly support low-income students

    • Esports-aligned curriculum in ELA, STEM, and CTE

It's important to note that Title I funds are not limited to specific academic subjects or instructional costs only. They can be used for comprehensive school-wide interventions, including those that support innovative programs like esports​​.

Title II Funds: Professional Development for Teachers

Title II funds support the professional development of teachers, principals, administrators, and staff.

How it fits esports:

  • Training teachers to integrate esports and gaming into instruction

  • Training teachers to using blended learning and technology effectively

  • Training teachers to tie esports to literacy, STEM, SEL, and CTE outcomes

  • Funding PD workshops, coaching, and courses

  • Supporting program development and implementation, including software platforms used to manage esports programs

Title III Funds: Supporting English Learners

Title III funds are designated for English language learners (ELL) and immigrant students. These funds can be used for after-school programs, summer programs, teaching technology, and professional development related to ELL technology​​. To receive this fund, the students must be aged between 3 to 21.

English can be learned effectively through video games, which provide an immersive and interactive experience that can enhance language skills in a variety of ways. For example, Cambridge English has developed a module on Minecraft Education, proving to be a valuable tool for language learning. Other games can also be effective learning tools when primarily used for teaching language. 

  • Vocabulary Expansion: Many video games, especially those with complex narratives or detailed worlds, use a wide range of vocabulary. Players are exposed to new words in context, which can help them understand and remember them better.

  • Reading Skills: Games often involve reading instructions, dialogues, or storylines. This frequent exposure to written language can improve reading comprehension skills and speed.

  • Listening Skills: With voice-acted dialogues and in-game audio, players can improve their listening skills. This is especially beneficial for understanding different accents and spoken nuances of the English language.

  • Speaking Practice: Online multiplayer games that involve team strategies and coordination can encourage players to speak English, especially if they are playing with people from different parts of the world. This real-time communication can be excellent for conversational practice.

  • Cultural Context: Games often incorporate elements of culture, idioms, and expressions specific to English-speaking countries. This cultural immersion can be invaluable for language learners.

  • Motivation and Engagement: Video games can make learning fun. This increased engagement can motivate learners to spend more time with the language, accelerating their learning process.

Title IV Funds: Well-Rounded Education & Effective Use of Technology

Title IV, the newest fund that was passed in the ESSA Act of 2015, focuses on supporting a well-rounded education, safe and healthy schools, and effective technology use. It emphasizes STEAM education, making it a relevant source for funding esports programs, which often blend technology, science, and mathematics​​.

Esports and game-based curriculums:

  • Connect STEAM, media literacy, and digital citizenship

  • Use technology for meaningful academic content, not just screen time

  • Create safe, structured spaces for digital interaction and teamwork

For instance, using Gameplan as your LMS-like esports platform fits directly under “effective use of technology” and innovative delivery of academic content.

IDEA Funds: Special Education and Students With Disabilities

Individuals with Disabilities Education Act (IDEA) funds support early intervention and special education services for children with disabilities. These funds ensure that all children with disabilities have a free, appropriate public education emphasizing special education and related services designed to meet their unique needs and prepare them for further education, employment, and independent living.

These funds must directly benefit students with Individualized Education Programs (IEPs) and can be used for counseling, behavior management programs, and assistive software​​. In the context of esports, IDEA funds could help create inclusive gaming environments that accommodate students with various disabilities. It is stated that this fund aims that educators and parents have the necessary tools to improve educational results for children with disabilities by supporting system improvement activities, coordinated research and personnel preparation, coordinated technical assistance, dissemination, and support, and technology development and media services.  With the proven benefits of gaming for special education children, you can easily apply for these funds.

Video Games Help with Learning in Special Education

Video games are really useful in Special Education because they grab students' attention and make learning more fun and engaging. They help reduce stress and make kids feel more involved and included. 

Recent studies have revealed significant benefits of action video games for children with dyslexia, demonstrating notable improvements in reading abilities. In the context of autism spectrum disorder (ASD), video games have shown effectiveness in reducing inappropriate behavior and enhancing play skills and social engagement among children (1). These improvements extend to new game contexts, indicating the intervention's capacity to foster natural, unprompted social interactions and maintain these effects over time

Furthermore, more research underscores the positive impact of computer games in enhancing impulse control and attention in children with ADHD, boosting motivation and performance, suggesting that gaming is a vital tool in sustaining concentration and impulsive behavior in these children.

Experts (1,2) also say that technology helps students with disabilities interact better and have the same chances to join in activities as everyone else. Plus, these games are a terrific way for kids with special needs to practice everyday skills, solve problems, and get ready to mix more easily with others. (3, 4)

Overall, video games offer substantial advantages in educational settings, particularly for children with special needs. They not only aid in improving communication and spatial skills but also cater to the unique needs of children with physical, sensory, and visual impairments, as well as those with ADHD, enhancing memory function and overall learning engagement. This evidence positions video games as a valuable resource for educators seeking to support diverse learning needs in their classrooms.

ESSER Funds

The Elementary and Secondary School Emergency Relief Fund (ESSER) was established as a response to the COVID-19 pandemic and aims to support schools in addressing the impact of the pandemic. These funds provide an additional avenue for schools to finance their esports programs. Anything eligible under Title I–IV and IDEA can generally be justified under ESSER if it contributes to academic recovery and well-being. These funds can be used for technology upgrades, which are crucial for esports. Schools can apply these funds towards high-speed internet, gaming computers, and other tech essentials for a top-notch esports experience. 

Regarding esports, these funds can be utilized in several ways:

  • Enhancing Online Connectivity: ESSER funds can be used to improve digital infrastructure, which is crucial for online gaming and esports training.

  • Supporting Remote Engagement: With esports, schools can maintain student engagement in a remote or hybrid learning environment, an essential aspect during disruptions caused by the pandemic.

  • Promoting Mental Well-being: Esports also promote social interaction and mental health, which aligns with ESSER's objectives of supporting student well-being during challenging times.

Additional Grants and Funds for Esports Programs

Beyond federal titles, you can tap into:

  • Epic MegaGrants: Epic MegaGrants supports anyone doing amazing things with Unreal Engine, the industry’s leading game design software, or the 3D graphics ecosystem. Research, educational curricula, course development, student projects, and university programs using or related to Unreal Engine are all eligible.  At Gameplan, we provide access to six Unreal Engine courses created by the Epic Games education team. These courses simplify concepts related to interactive 3D design for newcomers using Unreal Engine, thereby developing and strengthening game development and skills in other emerging industries for children and learners of all ages.  


  • Perkins Funding: Under the Carl D. Perkins Act, Perkins Funding provides over $1.4 billion annually for career and technical education (CTE) programs. It supports curriculum, equipment, teacher salaries, and more, benefiting schools and institutions nationwide. States manage and adapt Perkins funding to meet specific CTE needs, enhancing educational opportunities for educators and students.


  • The Bureau of Indian Education (BIE) Funds: The Bureau of Indian Education (BIE) provides culturally relevant education to American Indian and Alaska Native students through federally funded K-12 schools and postsecondary institutions. The BIE's 2024 budget of $1.2 billion supports a range of educational services, including classroom instruction and digital learning tools. Schools can leverage Gameplan to enhance their BIE fund applications by listing it as their provider for digital curriculum and professional development.


  • Attendance Based Funds: While attendance-based funds are allocated automatically, increasing student attendance can boost your funding. Districts regain ADA when attendance improves. A year-long study showed schools using esports and video games as part of their programs reduced absences and recaptured over $20,000 in ADA.


  • The VAPA Enhancement Program (VEP): The VAPA foundation’s purpose is to enhance the quality and access of arts education in the San Diego Unified School District. The VAPA enhancement program provides grants to teachers within the SDUSD to fund arts-related projects and activities that are not covered by the regular school budget. The program's primary goals are to increase access to arts education and to help teachers deliver high-quality arts experiences to students, including music, dance, visual arts, and media arts. Our game design and media production courses could be pivotal in tapping into this opportunity, offering students extensive career options in creative fields.


  • GPS Fund Grants: The NEA’s Great Public Schools Fund Grants (GPS Fund Grants) advance the goal of great public schools for every student. 


  • NACE: The National Association of Collegiate Esports (NACE) is a nonprofit membership association that allows students to receive esports-specific scholarships from the institutions they attend. 


  • Afterschool Alliance:  The Alliance works with a broad range of organizations and supporters, including policymakers, government agencies, youth, parent and education groups, business and philanthropic leaders, afterschool coalitions and providers at the national, state, and local levels, and leaders representing health and wellness, college and career readiness, social and emotional learning, science, technology, engineering, and math (STEM) learning.


  • Regional K-16 Education Collaboratives Grant Program: The California Regional K-16 Education Collaboratives Grant Program, backed by a $250 million fund, is designed to bolster the state's economic recovery from COVID-19 while tackling educational and workforce inequities. The grant requires groups of different schools and local businesses to work together on plans that help students succeed and prepare them for occupational pathways in key sectors.


  • STEM Grants: STEM Grants was established by Certified Grant Writers with expertise in STEM Education initiatives. Both K-12 schools and nonprofit organizations can reap the rewards of STEM grants. To offset costs and time commitments, they provide paid webinars for those eager to explore grant prospects and enhance their skills in crafting successful proposals. 


  • GrantWatch: GrantWatch is the online resource for grants for nonprofits, government agencies, municipalities, foundations, corporations, small businesses, and individuals. Please note that there is a paid fee required to use the keyword search option. 


  • CTE Pathways and Esports Funds: Connecting esports programs with Career and Technical Education (CTE) pathways can open up additional funding opportunities. Highlight the links between esports skills and potential career paths to showcase the long-term benefits and garner support from CTE-focused organizations. For instance, Game Design can align with Arts, Media, & Entertainment, Streaming can intersect with Multimedia, and Shoutcasting can be categorized within Speech.

How Gameplan Align with Funds and Grants

You can position Gameplan directly in your applications as:

  • Your esports curriculum provider

  • Your student engagement and assessment platform

  • Your PD provider for teachers integrating esports and gaming

  • Your LMS for game-based and CTE-aligned instruction

Examples:

  • Title I: Use Gameplan courses and programs to support low-income students with esports-aligned electives, after-school programs, and academic interventions.

  • Title II: Fund PD and implementation training so teachers can integrate esports into instruction, CTE pathways, and engagement strategies.

  • Title III: Use Gameplan’s multilingual and game-based content to support ELL engagement and language practice.

  • Title IV: Show Gameplan as the technology platform delivering innovative, standards-aligned esports and STEM education.

  • IDEA: Highlight Gameplan’s flexibility, multimodal lessons, and the proven benefits of gaming for students with disabilities.

  • ESSER: Frame Gameplan as part of your academic recovery, engagement, and mental health strategy.

Invest in the Future with Esports and Gaming

Esports programs in schools offer a unique opportunity to engage students in a modern, tech-driven educational experience. Schools can overcome financial barriers and create inclusive, engaging, and educational esports programs by understanding and utilizing Title I, II, III, IV, IDEA, and ESSER funds. We encourage schools to explore the diverse funding opportunities available and leap into the esports world.

If you're unsure where to start, try launching a small club or elective, or reach out for guidance.
A short call with our team can help you understand which funds your school qualifies for and how to position esports effectively.

Why Are Esports Programs Eligible for Funding?

Esports programs are eligible for funding primarily because they align with key educational objectives and outcomes, such as increasing student engagement, especially with at-risk students, preparing students for future careers, promoting collaborative and strategic problem-solving, and many other benefits to the classroom. This alignment makes esports a strong candidate for a wide range of federal, state and private funding sources.

How to Fund an Esports Program?

Schools typically braid several funding sources together like Title I, II, III, IV, IDEA, ESSER and Perkins.

Requirements vary depending on the funding source. Generally, you'll need to demonstrate how the program benefits students, aligns with educational goals, and meets the specific needs of your school or district.

Most applications require you to:

  1. Show the need (engagement, attendance, equity, mental health, career readiness)

  2. Explain how esports and gaming address that need

  3. Connect your plan to eligible uses of funds (curriculum, PD, technology, SEL, CTE, etc.)

  4. Name your provider and solution, such as Gameplan, for curriculum, PD, and student engagement tools

A structured esports curriculum and platform like Gameplan makes funding easier to justify, because you can clearly show academic and CTE alignment.

The Role of Esports in Meeting Department of Education Goals

When we look at the Fiscal Year 2024 Budget Summary from the Department of Education, there are specific areas that are being focused on, such as the equity gap, mental health, underserved communities, diversity, multilingual education, lack of staff, concentrated poverty, racial isolation, providing opportunities, academic recovery, and helping students with careers. So, how exactly does esports help with that? 

Esports programs contribute significantly to addressing various educational challenges named above, such as narrowing the equity gap by providing equal participation opportunities to all students, regardless of physical abilities or socio-economic status. They also play a crucial role in improving mental health by fostering a sense of community and offering a stress-relief outlet. 

In underserved communities, esports serve as a cost-effective extracurricular activity and an alternative option to traditional sports, requiring fewer resources and less physical space. These programs promote diversity and inclusivity, bringing together participants from different backgrounds, including those with different physical abilities and from various racial and ethnic groups. This inclusivity extends to multilingual education, where esports can bridge communication barriers in a multicultural environment. In schools with limited staff, esports can be managed with existing resources. They can engage students in areas of concentrated poverty, offering them a low-cost, high-engagement, entertaining, and educational activity.

Esports also provide crucial opportunities for academic recovery, reducing chronic absenteeism and helping re-engage students who have fallen behind academically. The skills developed in gaming, like strategic thinking and problem-solving, are transferable to academic subjects, aiding in academic recovery. Additionally, the growing esports industry offers a multitude of career opportunities, from game design to cybersecurity, thereby opening new paths for students to explore and develop skills relevant to the digital age. 

Funding Options for Esports Programs

Title I Funds: Supporting Low-Income Students

Title I funds target programming for students from low-income families, focusing on meeting challenging academic standards. These funds should directly benefit low-income students, and if 40% or more of a school’s student body comes from low-income families, Title I funds must be used for school-wide initiatives. 

Esports and game-based curricula boost engagement and attendance for students who are most at risk of disengaging.

  • Schools can use Title I for:

    • After-school esports programs and clubs

    • Equipment and devices that directly support low-income students

    • Esports-aligned curriculum in ELA, STEM, and CTE

It's important to note that Title I funds are not limited to specific academic subjects or instructional costs only. They can be used for comprehensive school-wide interventions, including those that support innovative programs like esports​​.

Title II Funds: Professional Development for Teachers

Title II funds support the professional development of teachers, principals, administrators, and staff.

How it fits esports:

  • Training teachers to integrate esports and gaming into instruction

  • Training teachers to using blended learning and technology effectively

  • Training teachers to tie esports to literacy, STEM, SEL, and CTE outcomes

  • Funding PD workshops, coaching, and courses

  • Supporting program development and implementation, including software platforms used to manage esports programs

Title III Funds: Supporting English Learners

Title III funds are designated for English language learners (ELL) and immigrant students. These funds can be used for after-school programs, summer programs, teaching technology, and professional development related to ELL technology​​. To receive this fund, the students must be aged between 3 to 21.

English can be learned effectively through video games, which provide an immersive and interactive experience that can enhance language skills in a variety of ways. For example, Cambridge English has developed a module on Minecraft Education, proving to be a valuable tool for language learning. Other games can also be effective learning tools when primarily used for teaching language. 

  • Vocabulary Expansion: Many video games, especially those with complex narratives or detailed worlds, use a wide range of vocabulary. Players are exposed to new words in context, which can help them understand and remember them better.

  • Reading Skills: Games often involve reading instructions, dialogues, or storylines. This frequent exposure to written language can improve reading comprehension skills and speed.

  • Listening Skills: With voice-acted dialogues and in-game audio, players can improve their listening skills. This is especially beneficial for understanding different accents and spoken nuances of the English language.

  • Speaking Practice: Online multiplayer games that involve team strategies and coordination can encourage players to speak English, especially if they are playing with people from different parts of the world. This real-time communication can be excellent for conversational practice.

  • Cultural Context: Games often incorporate elements of culture, idioms, and expressions specific to English-speaking countries. This cultural immersion can be invaluable for language learners.

  • Motivation and Engagement: Video games can make learning fun. This increased engagement can motivate learners to spend more time with the language, accelerating their learning process.

Title IV Funds: Well-Rounded Education & Effective Use of Technology

Title IV, the newest fund that was passed in the ESSA Act of 2015, focuses on supporting a well-rounded education, safe and healthy schools, and effective technology use. It emphasizes STEAM education, making it a relevant source for funding esports programs, which often blend technology, science, and mathematics​​.

Esports and game-based curriculums:

  • Connect STEAM, media literacy, and digital citizenship

  • Use technology for meaningful academic content, not just screen time

  • Create safe, structured spaces for digital interaction and teamwork

For instance, using Gameplan as your LMS-like esports platform fits directly under “effective use of technology” and innovative delivery of academic content.

IDEA Funds: Special Education and Students With Disabilities

Individuals with Disabilities Education Act (IDEA) funds support early intervention and special education services for children with disabilities. These funds ensure that all children with disabilities have a free, appropriate public education emphasizing special education and related services designed to meet their unique needs and prepare them for further education, employment, and independent living.

These funds must directly benefit students with Individualized Education Programs (IEPs) and can be used for counseling, behavior management programs, and assistive software​​. In the context of esports, IDEA funds could help create inclusive gaming environments that accommodate students with various disabilities. It is stated that this fund aims that educators and parents have the necessary tools to improve educational results for children with disabilities by supporting system improvement activities, coordinated research and personnel preparation, coordinated technical assistance, dissemination, and support, and technology development and media services.  With the proven benefits of gaming for special education children, you can easily apply for these funds.

Video Games Help with Learning in Special Education

Video games are really useful in Special Education because they grab students' attention and make learning more fun and engaging. They help reduce stress and make kids feel more involved and included. 

Recent studies have revealed significant benefits of action video games for children with dyslexia, demonstrating notable improvements in reading abilities. In the context of autism spectrum disorder (ASD), video games have shown effectiveness in reducing inappropriate behavior and enhancing play skills and social engagement among children (1). These improvements extend to new game contexts, indicating the intervention's capacity to foster natural, unprompted social interactions and maintain these effects over time

Furthermore, more research underscores the positive impact of computer games in enhancing impulse control and attention in children with ADHD, boosting motivation and performance, suggesting that gaming is a vital tool in sustaining concentration and impulsive behavior in these children.

Experts (1,2) also say that technology helps students with disabilities interact better and have the same chances to join in activities as everyone else. Plus, these games are a terrific way for kids with special needs to practice everyday skills, solve problems, and get ready to mix more easily with others. (3, 4)

Overall, video games offer substantial advantages in educational settings, particularly for children with special needs. They not only aid in improving communication and spatial skills but also cater to the unique needs of children with physical, sensory, and visual impairments, as well as those with ADHD, enhancing memory function and overall learning engagement. This evidence positions video games as a valuable resource for educators seeking to support diverse learning needs in their classrooms.

ESSER Funds

The Elementary and Secondary School Emergency Relief Fund (ESSER) was established as a response to the COVID-19 pandemic and aims to support schools in addressing the impact of the pandemic. These funds provide an additional avenue for schools to finance their esports programs. Anything eligible under Title I–IV and IDEA can generally be justified under ESSER if it contributes to academic recovery and well-being. These funds can be used for technology upgrades, which are crucial for esports. Schools can apply these funds towards high-speed internet, gaming computers, and other tech essentials for a top-notch esports experience. 

Regarding esports, these funds can be utilized in several ways:

  • Enhancing Online Connectivity: ESSER funds can be used to improve digital infrastructure, which is crucial for online gaming and esports training.

  • Supporting Remote Engagement: With esports, schools can maintain student engagement in a remote or hybrid learning environment, an essential aspect during disruptions caused by the pandemic.

  • Promoting Mental Well-being: Esports also promote social interaction and mental health, which aligns with ESSER's objectives of supporting student well-being during challenging times.

Additional Grants and Funds for Esports Programs

Beyond federal titles, you can tap into:

  • Epic MegaGrants: Epic MegaGrants supports anyone doing amazing things with Unreal Engine, the industry’s leading game design software, or the 3D graphics ecosystem. Research, educational curricula, course development, student projects, and university programs using or related to Unreal Engine are all eligible.  At Gameplan, we provide access to six Unreal Engine courses created by the Epic Games education team. These courses simplify concepts related to interactive 3D design for newcomers using Unreal Engine, thereby developing and strengthening game development and skills in other emerging industries for children and learners of all ages.  


  • Perkins Funding: Under the Carl D. Perkins Act, Perkins Funding provides over $1.4 billion annually for career and technical education (CTE) programs. It supports curriculum, equipment, teacher salaries, and more, benefiting schools and institutions nationwide. States manage and adapt Perkins funding to meet specific CTE needs, enhancing educational opportunities for educators and students.


  • The Bureau of Indian Education (BIE) Funds: The Bureau of Indian Education (BIE) provides culturally relevant education to American Indian and Alaska Native students through federally funded K-12 schools and postsecondary institutions. The BIE's 2024 budget of $1.2 billion supports a range of educational services, including classroom instruction and digital learning tools. Schools can leverage Gameplan to enhance their BIE fund applications by listing it as their provider for digital curriculum and professional development.


  • Attendance Based Funds: While attendance-based funds are allocated automatically, increasing student attendance can boost your funding. Districts regain ADA when attendance improves. A year-long study showed schools using esports and video games as part of their programs reduced absences and recaptured over $20,000 in ADA.


  • The VAPA Enhancement Program (VEP): The VAPA foundation’s purpose is to enhance the quality and access of arts education in the San Diego Unified School District. The VAPA enhancement program provides grants to teachers within the SDUSD to fund arts-related projects and activities that are not covered by the regular school budget. The program's primary goals are to increase access to arts education and to help teachers deliver high-quality arts experiences to students, including music, dance, visual arts, and media arts. Our game design and media production courses could be pivotal in tapping into this opportunity, offering students extensive career options in creative fields.


  • GPS Fund Grants: The NEA’s Great Public Schools Fund Grants (GPS Fund Grants) advance the goal of great public schools for every student. 


  • NACE: The National Association of Collegiate Esports (NACE) is a nonprofit membership association that allows students to receive esports-specific scholarships from the institutions they attend. 


  • Afterschool Alliance:  The Alliance works with a broad range of organizations and supporters, including policymakers, government agencies, youth, parent and education groups, business and philanthropic leaders, afterschool coalitions and providers at the national, state, and local levels, and leaders representing health and wellness, college and career readiness, social and emotional learning, science, technology, engineering, and math (STEM) learning.


  • Regional K-16 Education Collaboratives Grant Program: The California Regional K-16 Education Collaboratives Grant Program, backed by a $250 million fund, is designed to bolster the state's economic recovery from COVID-19 while tackling educational and workforce inequities. The grant requires groups of different schools and local businesses to work together on plans that help students succeed and prepare them for occupational pathways in key sectors.


  • STEM Grants: STEM Grants was established by Certified Grant Writers with expertise in STEM Education initiatives. Both K-12 schools and nonprofit organizations can reap the rewards of STEM grants. To offset costs and time commitments, they provide paid webinars for those eager to explore grant prospects and enhance their skills in crafting successful proposals. 


  • GrantWatch: GrantWatch is the online resource for grants for nonprofits, government agencies, municipalities, foundations, corporations, small businesses, and individuals. Please note that there is a paid fee required to use the keyword search option. 


  • CTE Pathways and Esports Funds: Connecting esports programs with Career and Technical Education (CTE) pathways can open up additional funding opportunities. Highlight the links between esports skills and potential career paths to showcase the long-term benefits and garner support from CTE-focused organizations. For instance, Game Design can align with Arts, Media, & Entertainment, Streaming can intersect with Multimedia, and Shoutcasting can be categorized within Speech.

How Gameplan Align with Funds and Grants

You can position Gameplan directly in your applications as:

  • Your esports curriculum provider

  • Your student engagement and assessment platform

  • Your PD provider for teachers integrating esports and gaming

  • Your LMS for game-based and CTE-aligned instruction

Examples:

  • Title I: Use Gameplan courses and programs to support low-income students with esports-aligned electives, after-school programs, and academic interventions.

  • Title II: Fund PD and implementation training so teachers can integrate esports into instruction, CTE pathways, and engagement strategies.

  • Title III: Use Gameplan’s multilingual and game-based content to support ELL engagement and language practice.

  • Title IV: Show Gameplan as the technology platform delivering innovative, standards-aligned esports and STEM education.

  • IDEA: Highlight Gameplan’s flexibility, multimodal lessons, and the proven benefits of gaming for students with disabilities.

  • ESSER: Frame Gameplan as part of your academic recovery, engagement, and mental health strategy.

Invest in the Future with Esports and Gaming

Esports programs in schools offer a unique opportunity to engage students in a modern, tech-driven educational experience. Schools can overcome financial barriers and create inclusive, engaging, and educational esports programs by understanding and utilizing Title I, II, III, IV, IDEA, and ESSER funds. We encourage schools to explore the diverse funding opportunities available and leap into the esports world.

If you're unsure where to start, try launching a small club or elective, or reach out for guidance.
A short call with our team can help you understand which funds your school qualifies for and how to position esports effectively.

Esports Funding Guide: K–12 Grants & Title Funds Overview

Esports Funding Guide: K–12 Grants & Title Funds Overview

Esports Funding Guide: K–12 Grants & Title Funds Overview

Grants and Funds for Esports Programs
Grants and Funds for Esports Programs

Written by

Chris Aviles

Chris Aviles is the Product Evangelist at Gameplan and the founder of Garden State Esports. A passionate educator and pioneer in scholastic esports, Chris has revolutionized the educational landscape by integrating esports into schools. His book, The Esports Education Playbook: Empowering Every Learner Through Inclusive Gaming, reflects his commitment to using gaming to enhance student engagement and learning. Under his leadership, GSE has become the largest scholastic esports league in the U.S., fostering teamwork, leadership, and inclusivity among students. At Gameplan, Chris continues to advance his mission of expanding esports opportunities in education.

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