I provide resources ranging from full lessons to full unit bundles for BTEC Business Studies alongside GCSE Computing. I currently work as a Further Education Business Lecturer, Standards Verifier and Examiner for a large awarding body.
I provide resources ranging from full lessons to full unit bundles for BTEC Business Studies alongside GCSE Computing. I currently work as a Further Education Business Lecturer, Standards Verifier and Examiner for a large awarding body.
This full lesson covers B3 and B4 of Unit 3: Enterprise and Entrepreneurship in eSports. The unit covers the following topics;
B3 Types of research
• Qualitative and quantitative research.
• Primary research, e.g. surveys, questionnaires, observations, e-marketing, focus groups,
pilot research.
• Secondary research, e.g. sales records, website monitoring, accounting records, surveys,
users, followers, government statistics and agendas, competitor reports, specialist market
intelligence agencies such as Mintel.
B4 Appropriateness and review of market research findings
• Appropriateness, e.g. cost, accuracy, relevance, timelines, response rates.
• Review: analysis and interpretation of primary and secondary research using graphical
and text format.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers D3 of Unit 6: Principles of Management. Areas covered include;
• The purpose of training needs analysis.
• Types of training:
o internal/external
o on-the-job/off-the-job
o mentoring
o coaching.
• Effectiveness of training.
This full lesson covers C2 of Unit 3: Enterprise and Entrepreneurship in the eSport Industry. The session covers;
Selection of appropriate SMART objectives, e.g. understanding customer wants and needs,
developing new products, profitability, brand awareness and market share, diversification,
brand awareness and loyalty, sales volume, spectator volume, increasing efficiency,
adapting elements of the physical experience, adapting processes to better meet needs
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This bundle covers Learning Aim D of Unit 6: Principles of Management. This includes;
D1 - Motivation in the Workplace
D2 - Techniques to Meet Skill Requirements
D3 - Training and Development
D4 - Performance Appraisals
This bundle covers Learning Aim B of Unit 3: Enterprise and Entrepreneurship. Topics covered include;
B1 Generating and refining esports enterprise ideas
B2 Purpose and objectives of market research
B3 Types of research
B4 Appropriateness and review of market research findings
This full lesson covers F1 - Quality Standards for Unit 6: Principles of Management. Content covered includes;
British Standards Institution (BSI).
International Organization for Standardization (ISO).
Kite marks
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers F2 of Unit 6: Principles of Management, including;
• Setting quality standards.
• Managerial commitment and staff buy-in.
• Quality circles.
• Partnership working with suppliers and customers.
• Transparent and open communication
This full lesson covers F4 of Unit 6: Principles of Management, including;
• Zero defect production and output.
• Continuous improvement.
• Improved output quality.
• Reduced inspection requirements.
• Supplier engagement and satisfaction.
• Customer involvement and satisfaction.
• Improved efficiency and profitability.
This lesson covers C5 of BTEC Level 3 eSports Unit 3: Enterprise and Entrepreneurship in the eSports Industry, including;
Numbered sections.
• Consistent use of fonts, headings and page numbering.
• Layout and use of graphics, charts and diagrams.
This full lesson covers C3 of Unit 3: Enterprise and Entrepreneurship in the Esports Industry, including;
Content of the marketing message and timelines.
• Selection of an appropriate marketing mix (product, price, place, promotion).
• Promotional mix,
• The Ansoff Matrix
• Merchandising.
• Branding
• Ecommerce
• Networking within the esports ecosystem
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers C4: The Financial Plan for Unit 3: Enterprise and Entrepreneurship in the eSports Industry, including;
• Financial planning.
• Classification of costs, e.g. fixed, variable, start-up, running.
• The break-even point: calculation and interpretation, including contribution.
• Sources of finance: loan, grants, owner’s capital, family and friends, shares,
investors, crowdfunding.
• Cash flow forecast.
• The predicted income statement
• Costs of promotion/marketing of the idea.
• Estimating: viability, contributing factors, requirement to update as situation changes.
• Timescales to launch and financial commitments: short, medium and long term.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers D3 Using Feedback and Reviews to Identify Changes to a Business Plan for Unit 3: Enterprise and Entrepreneurship in the eSports industry, including;
Receive feedback from pitch audience on the business plan content and perceived success.
• Use feedback from pitch audience to:
o reflect on own performance
o determine any required changes in the business plan
o reflect on own skills to include: identifying skills gaps, identifying strengths,
setting and achieving goals.
This full lesson covers D2 - Skills Used in a Business Pitch for BTEC Level 3 eSports Unit 3: Enterprise and Entrepreneurship in the eSports Industry, including;
Presentation, behaviour and conduct of presenter, e.g. positive attitude, well prepared,
professional approach.
• Communication skills, e.g. using language suitable for audience, voice, variation in tone,
appropriate pace, clear and appropriate use of terminology, handling questions and
feedback courteously and appropriately, courteous closure, use of visual aids, use of
appropriate software, use of graphics and appropriate images, legibility of text.
• Consideration of needs and interests of audience, e.g. peers, team members, investor
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers B2 of Unit 3: Enterprise and Entrepreneurship in eSports. The content covers includes;
• Understanding and identifying customer behaviour, trends and needs.
• Identifying competition and unique selling point (USP).
• Investigating brand/advertising awareness.
• Helping new product and/or service development.
• Investigating feasibility of entry into new markets.
• Meeting marketing objectives.
• Identifying target market/audience of the product, fan base and consumer.
• Identifying a gap in the market.
• Identifying current market trends.
• Investigating potential demand.
• Understanding economic climate and place within the esports ecosystem.
• Identifying business risks, including a competitor analysis.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This bundle of resources fully covers Learning Aim C of Unit 3: Enterprise and Entrepreneurship in the eSports Industry. This helps the learners to prepare for assignment 1.
This full lesson covers D1 of BTEC Level 3 eSports Unit 3: Enterprise and Entrepreneurship in the eSports Industry, including;
Pitching: presenting key elements of a business plan to prospective investors, with the
intention of securing funding – know your audience, know your figures, practice.
• Methods of presenting: pre-recording, oral, visual, onscreen videos and sharing,
audio and video group calls, business and team chat apps, vlogs.
• How to respond to potential investors’ questions: listening skills, asking for clarification,
formulating appropriate responses.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This bundle of resources covers all aspects of BTEC Level 3 eSports Unit 3: Enterprise and Entrepreneurship in the eSports Industry. The bundle includes;
17 PowerPoint based lessons that have a wide variety of tasks and links to external media to engage learners.