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Clubs & After School Activites

CyberPatriot
 
CyberPatriot is the National Youth Cyber Education Program.  At the center of CyberPatriot is the National Youth Cyber Defense Competition. The competition puts teams of high school and middle school students in the position of newly hired IT professionals tasked with managing the network of a small company. In the rounds of competition, teams are given a set of virtual images that represent operating systems and are tasked with finding cybersecurity vulnerabilities within the images and hardening the system while maintaining critical services in a six hour period.  Teams compete for the top placement within their state and region, and the top teams in the nation earn all-expenses paid trips to Baltimore, MD for the National Finals Competition where they can earn national recognition and scholarship money.
Choir and Guitar Orchestra
 
Choir and Guitar Orchestra are after school meetings for students who do not have Music class as an elective but still have the desire to learn and improve. Usually preparing for our semester performances, Choir and Guitar Orchestra help students obtain access to instruments to further their knowledge and skill.
NATIONAL JUNIOR ART HONOR SOCIETY (NJAHS) 
for middle or junior high school students in grades 6-8
In 1989, the National Art Education Association began the NJAHS program to inspire and recognize students who have shown an outstanding ability and interest in art and to generate interest in art programs as they advance to the high school level and beyond. Students inducted to the NJAHS must then be nominated for the NAHS when appropriate.
ESports
 
ESports
 
Esports (also known as electronic sports, e-sports, or eSports) is a form of competition using video games.Most commonly, esports takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized online and offline competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s, when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity.By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing toward a professional esports subculture.