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 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 Learning Aim E of Unit 6: Principles of Management. Content includes;
The need to manage change for business survival and success.
• Factors influencing change:
o internal
o external.
• Stakeholders who influence change:
o owners
o managers
o customers
o regulators
o financial institutions
o government
o employees.
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 full lesson covers D4 of Unit 6: Principles of Management, including the following areas;
Purpose of performance appraisal:
o to set individual and group targets
o to assess individual and group performance
o to provide employee feedback
o to identify training needs.
• Types of appraisal:
o self-assessment
o management by objectives
o ratings scales
o 360° appraisal.
• Impact of performance appraisal
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 full lesson covers C1 of Unit 3: Enterprise and Entrepreneurship in the eSports Industry. The content of the session includes;
Executive summary, e.g. vision, purpose, summary of proposition, outline of rewards
and key performance indicators (KPIs).
• SMART objectives and budget.
• The product/service.
• Resources, e.g. technological, human, intangible, physical, logistics.
• The analysis of the external enterprise environment, e.g. PESTLE (Political, Economic,
Social, Technological, Legal and Environmental).
• Summary of market research:
o customer base
o competitors
o potential market share.
• The marketing plan:
o routes to market
o promotion.
• The financial plan:
o finance
o funding.
• Risk analysis, including contingency planning.
• Appendices, e.g. personal profile of the owner, decision-making and reporting structures
within the enterprise, advisers, influencers, supporters, market research data.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
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 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 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 full lesson covers B1 of Unit 3: Enterprise and Entrepreneurship in eSports. The lesson includes;
• Sources of enterprise ideas:
o hobbies and interests
o necessity
o competitors
o gaps in the market
o access to a niche market
o changing of industries
o solutions to a problem.
• Different techniques to stimulate creativity, e.g.:
o TGROW (topic, goal, reality, options, will)
o the journalistic six: asking who, why, what, where, when, how
o SWOT (strengths, weaknesses, opportunities, threats) analysis
o mind mapping, visualisation, storytelling, lateral thinking,
encouraging others to offer suggestions and ideas.
• Refining by assessing whether an idea will contribute to, e.g.:
o meeting market needs
o meeting needs of the business environment
o increased turnover
o increased brand awareness
o increased social capital
o meeting business aims and objectives
o meeting customer needs
o filling a gap in the market.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This bundle fully covers Learning Aim A of Unit 3: Unit 3: Enterprise and Entrepreneurship in eSports. The bundle includes;
A1 - Esports enterprises and purpose
A2 - Esports entrepreneurial skills and behaviours
A3 - Entrepreneurial motivation, teamwork and creativity skills
A4 - eSports Entrepreneurial Knowledge
A5 - Esports entrepreneurial risks and concerns
A6 - Measures of success for esports enterprises
This full lesson covers A6 of Unit 3: Enterprise and Entrepreneurship in eSports. The lesson content includes;
Measures of success, e.g.:
o audience figures
o profit
o sales and revenue
o impact of branding, advertising and sponsorship
o influence in the gaming space
o consumer appeal
o engagement of fans
o event attendance.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers A5 of Unit 3: Enterprise and Entrepreneurship in the eSports Industry. Content includes;
Strategic, e.g. current competitors/potential for new competitors, vision and ethos,
corporate takeover.
• Compliance, e.g. regulatory bodies, tournament rules, player registration, health and
safety laws, international rules and laws, censorship, political correctness.
• Financial, e.g. registration and tournament fees, non-payment of prize money,
interest rates, tax, insurance, equipment, salaries.
• Operational, e.g. the breakdown or theft of key equipment, transport, housing or
accommodation, lack of authenticity.
• Using enterprise skills and capabilities, overcoming problems, strategic planning and
thinking, using new technologies and techniques, being responsive to changes within
the industry and futureproofing, e.g. franchising.
• Risks of a lack of enterprise: reduced turnover,
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers A4 of Unit 3: Enterprise and Entrepreneurship in eSports. Content covered;
Knowledge of the industry ecosystem:
o games publishers
o competition
o rights and content
o finance
o brand partnerships
o broadcasting
o streaming
o ranked modes
o tournaments
o coaching
o team resources
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers the following areas of the specification for the BTEC Level 3 in eSports;
Motivation for starting a new esports enterprise:
o autonomy, mastery and purpose: freedom, flexibility, self-improvement, better
working conditions, potential for success
o challenge: personal challenge, fulfilling a vision, to use and enhance existing skills,
enhance personal reputation, fame
o financial motives: financial security, larger income, bonuses and wealth.
• The impact of motivation on enterprise performance, maintaining personal motivation
and motivating team.
• Teamwork: need to belong, creating relationships through membership, need for power,
member attributes, member motivation and participation, team process, coordination,
communication, cohesion, dynamics, collective and cognitive intelligence, sense of
belonging.
• Creativity: stimulating creativity, e.g. imagination, visualisation, crystallising the vision
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This bundle fully covers Unit 1: Being Organised for the Level 1 BTEC programmes. This could be used for;
Level 1 Business
Level 1 Creative Arts
Level 1 Performing Arts
Level 1 Health and Social Care
Level 1 Computing and more
This full lesson covers A2 of Learning Aim A for Unit 3: Enterprise and Entrepreneurship in eSports. The lesson includes;
Entrepreneurship is the ability and motivation to:
o create, develop, organise, manage and grow a new enterprise, team or idea
o anticipate risks and uncertainty and show determination and bravery in the pursuit of
success and profit
o deal with all aspects of planning, running and growing an enterprise, e.g. finance,
marketing, legal aspects and production.
• Esports entrepreneurial skills, e.g. talented, experienced, aware of competition,
disciplined, persuasive, capacity to inspire others, good financial planning, team worker,
good communication, good work ethic, able to deal with pressure, self-confident,
aspirational, able to stand out, good work-life balance.
• Entrepreneurial behaviours, e.g. confident, positive, passionate, takes the initiative,
has self-belief, driven, adaptable, flexible, intuitive, imaginative, has a desire to succeed,
has a clear vision, focused, curious, has realistic expectations, resilient.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers A1 Enterprise and Purpose for Unit 3: Enterprise and Entrepreneurship in eSports. The lesson covers;
• Different types of esports enterprises, including:
o playing: individual gamers, teams, shoutcaster, host, coaches, admin and referees
o product: managers, developers, broadcasters and producers
o analytics: analysts, coaches
o marketing: PR executives, sales and partnership managers, social media managers,
community managers, event managers
o management: agents, teams, individuals
o content: creators, publishers, journalists, streamers, distributors
o support: solicitors, statisticians, finance, player ancillary services, team logistics.
• Types of enterprise: start-up, lifestyle, social enterprise, franchise, internet only.
• Legal formats for enterprise: sole trader, partnership, limited partnership, private limited
company (Ltd), public limited company (PLC).
• Compliance: preventing fraud, law and regulations, intellectual property, copyright, HMRC.
• Purpose, e.g. to make a profit, survive, expand, maximise sales, provide a service,
being ethical, increase followers/users or increase brand awareness.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.