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 A.1 on Unit 7: Business Decision Making. Areas covered include;
Business Ideas (Gap in the market, competitors, current trends, likely demand)
Developing Business (changes in the economic environment, trends, competition forcing diversification)
The session includes videos and tasks to keep learners engaged.
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 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 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 BTEC Level 3 eSports Unit 4: Health Wellbeing and Fitness for eSport Players A2 Benefits of Activity, including;
Social:
o health agendas
o community cohesion
o reduce crime and anti-social behaviour
o employment opportunities
o alleviate work pressures and reduce workplace stress
o escapism.
• Financial:
o profit
o reduced cost to NHS
o local economy.
• Environmental:
o keep green spaces
o use natural spaces for recreation
This full lesson covers BTEC Level 3 eSports Unit 4: Health Wellbeing and Fitness for eSport Players B2 Benefits of Physical Fitness to Support the Performance of an esports Player, including;
Improved back strength to be able to maintain a sitting position for extended periods
of time.
• Increased energy levels from high levels of aerobic and muscular endurance.
• Improved stamina and resilience and improved ability to focus during a tournament or for
an extended period of time.
• Ability to cope with high heart rates in gaming situations.
• Reduced risk of overuse injuries from esports gaming, e.g. repetitive strain injury (RSI).
• Maintaining good fitness for an esports player.
• Increased ability to cope with stress.
• Decreased anxiety from the release of endorphins.
• Decreased risk of depression from release of serotonin from participation in exercise.
• Reduced levels of cortisol produced during gaming situations.
• Reduced likelihood of burnout.
• Improved cognitive function.
• Increased blood flow to improve brain function.
• Faster reaction times.
• Increased hand-eye co-ordination ability.
• Reduced likelihood of mental fatigue during game play and over time
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This lesson covers the history and implementation of Scientific Management. The lesson covers;
Background of Frederick Taylor
Origins of Scientific Management
Applications in modern workplaces
How it motivates employees
Advantages of SM
Disadvantages of SM
Several group activities including activities involving practical demonstrations (I have attached a guidance sheet) to bring the theory of Scientific Management to life.
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 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 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 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 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 full lesson covers B1 Brand Planning and Content for a Brand Activation Brief of BTEC Level 3 eSports Unit 7: Producing an eSports Brand, including;
Brand activation plan for a brand activation brief, e.g.:
o scope and parameters
o target market
o objectives
o client and target market needs:
– research and scoping
– concept visuals and drafts
– budget and timescales.
• Brand activation content, e.g.:
o logos and variants of these for different applications
o websites
o social media pages
o applications
o designs for associated merchandise, such as gaming chairs, t-shirts.
This full lesson covers BTEC Level 3 eSports Unit 1: Introduction to eSports A1 Organisation and Structure of UK eSports, including;
• Definition of esports and its classification under UK law.
• Involvement of the UK Government, e.g. Department for Digital, Culture,
Media & Sport (DCMS).
• British Esports Association.
• Esports and the wider video game industry.
• The Association for UK Interactive Entertainment (Ukie).
• The National University Esports League (NUEL).
• National Student Esports (NSE).
• Commercial versus not-for-profit organisations.
• Tournament organisers, e.g. ESL, Gfinity, epic.LAN, GAME/Insomnia
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers BTEC Level 3 eSports Unit 4: Health Wellbeing and Fitness for eSport Players B3 Signs and Symptoms of Poor Physical Fitness and Wellbeing, including;
Physical signs and symptoms:
o reduced sleep or negative sleep patterns
o poor hygiene
o poor diet, including negative calorie intake or poor food choices
o decreased personal interests.
• Psychological signs and symptoms:
o reduced motivation
o decreased self-confidence and self-esteem
o difficulties in personal relationships
o increased emotional stress
o increased irritability and lack of patience
This full lesson, with detailed case studies, covers the Observation, Assessment and Planning Cycle for Level 3 Childcare Programmes, including NCFE CACHE, T-Level and BTEC.
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 BTEC Level 3 eSports Unit 4: Health Wellbeing and Fitness for eSport Players B1 Types of Physical Fitness for an eSports Player, including;
Aerobic endurance: the ability of the cardiorespiratory system to work efficiently,
supplying nutrients and oxygen to working muscles during sustained physical activity.
• Muscular endurance: the ability of the muscular system to work efficiently, where a
muscle can continue contracting over a period of time against a light to moderate fixed
resistance load.
• Flexibility: having an adequate range of motion in all joints of the body; the ability to
move a joint fluidly through its complete range of movement.
• Muscular strength: the maximum force that can be generated by a muscle or muscle
group.
• Agility: the ability to quickly and precisely move or change direction without losing balance
or time.
• Balance: the ability to maintain centre of mass over a base of support.
• Coordination: the smooth flow of movement needed to perform a motor task efficiently
and accurately.
• Reaction time: the time taken to respond to a stimulus and initiate a response.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.