Pearson
Level 3
QN: 603/5427/6
Curriculum Active
Pearson BTEC Level 3 National Foundation Diploma in Esports
Official qualification regulated by Ofqual, awarded by Pearson. Classified as a Vocationally-Related Qualification. Total guided learning hours: 1140 hours.
Qualification Level
Level 3
Awarding Body
Pearson
Syllabus Units
17 Units
Guided Hours
1140 hrs
Instant access to interactive lessons, quizzes, and spaced revision.
Course Syllabus & Study Modules
Complete breakdown of verified curriculum topics and learning objectives.
1
Business Applications of Esports in Social Media
Verified
Key Learning Objectives:
- Explore the impact of social media on the ways in which esports organisations promote their products and services.2.
- Develop a plan to use social media in an esports organisation to meet its business requirements.3.
- Implement the use of social media in an esports organisation.
2
Corporate Social Responsibility in Sport
Verified
Key Learning Objectives:
- Explore CSR issues in relation to sports organisations/businesses and individuals.2.
- Explore the benefits and drawbacks for sports organisations/businesses and individuals of adopting a CSR policy.3.
- Investigate the CSR of an organisation/business and its impact on the community.
3
Enterprise and Entrepreneurship in the Esports Industry
Verified
Key Learning Objectives:
- Explore enterprise and entrepreneurship in the esports industry.2. Conduct market research for a start-up enterprise idea in the esports industry.3.
- Create a business plan for a start-up enterprise idea in the esports industry.4. Pitch and review a start-up enterprise idea in the esports industry.
4
Esports Coaching
Verified
Key Learning Objectives:
- Investigate skills, knowledge, qualities and best practice of esports coaching.2.
- Explore practices used to develop skills, techniques and tactics for esports performance.3.
- Demonstrate effective planning of esports coaching for performance.4.
- Explore the impact of esports coaching for performance.
5
Esports Skills, Strategies and Analysis
Verified
Key Learning Objectives:
- Understand strategies and training requirements associated with in-game skills.2.
- Explore best practices, skills, techniques and tactics of high performing teams.3.
- Explore different methods of analysis for selected genres of games.4.
- Carry out performance analysis in a game to recommend improvements for an individual or team.
6
Ethical and Current Issues in Esports
Verified
Key Learning Objectives:
- Explore ethics in esports.2.
- Explore the impact of the media on the esports industry.3.
- Understand issues affecting the esports industry and explore strategies or initiatives to promote esports.
7
Games Design
Verified
Key Learning Objectives:
- Understand the principles of game design.2. Research and generate ideas for an esports game concept.3.
- Develop a game design document for an esports game.
8
Health, Wellbeing and Fitness for Esports Players
Verified
Key Learning Objectives:
- Examine the importance of physical, social and psychological wellbeing for esports players.2.
- Explore how physical, social and psychological wellbeing affect the performance of esports players.3.
- Investigate methods of health and wellbeing assessment for esports players.4.
- Undertake health and wellbeing screening and provide feedback to improve health status.
9
Introduction to Esports
Verified
Key Learning Objectives:
- Understand the organisation of esports and traditional sports industries in the UK and globally.2.
- Examine genres of esports games titles played by professional and grassroots esports teams and tournaments.3.
- Explore career pathways and associated routes in esports.
10
Launching Your Esports Enterprise
Verified
Key Learning Objectives:
- Develop values and ethics for esports enterprises.2. Set up a supply chain for esports enterprises.3. Negotiate purchases for esports enterprises.4.
- Undertake start-up activities for esports enterprises.
11
Live-streamed Broadcasting
Verified
Key Learning Objectives:
- Explore live-streamed esports/games characteristics and technologies.2.
- Prepare for a live-streamed esports/games broadcast.3. Broadcast live-streaming esports/games using industry standards.
12
Nutrition for Esports Performance
Verified
Key Learning Objectives:
- Examine concepts of nutrition, hydration and diet.2.
- Explore energy intake and expenditure for esports performance.3.
- Produce a diet and hydration plan to support an esports player, meeting the demands of a balanced lifestyle.
13
Producing an Esports Brand
Verified
Key Learning Objectives:
- Investigate the role of branding in esports teams.2.
- Plan brand activation content for a specific esports team.3.
- Create brand activation content for a specific esports team.
14
Psychology for Esports Performance
Verified
Key Learning Objectives:
- Explore the effect of personality and motivation on esports performance.2.
- Explore the relationship between stress, anxiety, arousal, team dynamics and esports performance.3.
- Plan a psychological skills programme to enhance esports performance.
15
Shoutcasting
Verified
Key Learning Objectives:
- Explore how shoutcasting contributes to the experience of esports.2.
- Prepare for esports shoutcasting performance and communication.3.
- Demonstrate esports shoutcasting skills to an audience.
16
Sports and Esports Law and Legislation
Verified
Key Learning Objectives:
- Examine how employment law, legislation and regulations impact on the sports and esports industries.2.
- Investigate how laws and legislation affect the governance and organisation of sport and esports.3.
- Explore laws, legislation and regulations that impact professional sports performers and esports players.
17
Video Production
Verified
Key Learning Objectives:
- Explore video products in esports/games.2.
- Undertake video pre-production for an esports/game brief.3.
- Produce an esports/game video for a brief.
Regulatory & Verification Details
- Qualification Number (QN)
- 603/5427/6
- Regulated Status
- Available to learners
- Awarding Body
- Pearson
- Qualification Type
- Vocationally-Related Qualification
- Operational Start
- Sept 2020
- Operational End
- Jul 2030