FdA Esports

01 Sep 2022 - 31 Aug 2028

Course Leader Gareth Morgan
Course Team Nathan James
Awarding Body University of South Wales
Teaching Institutions Merthyr Tydfil College, Gower College Swansea
Modes of Study Full Time

Document Version

Version 1
Valid From 01 Sep 2022
Valid To 31 Aug 2028

QAA Benchmarks

N/A

Educational Aim

The course aims to help learners to develop a range of skills, knowledge and understanding that will prepare them for employment in the Esports and wider media industries and/or further academic study. It will produce flexible, highly skilled reflective graduates who can operate with autonomy and confidence using advanced practical, intellectual, cognitive and entrepreneurial skills to make a significant contribution to the field of Esports. They will achieve this through successful completion of the modules, and by undertaking self-initiated projects. This will allow the learner to develop:

• An in-depth knowledge and understanding of the profession and wider industry, informed by current best-practice, scholarship and research, including a critical awareness of current issues and developments in the subject and the profession.
• The ability to approach problem solving in a self-directed manner, with originality, acting autonomously in planning and implementing tasks at a professional or equivalent level
• The ability to deal with complex issues systematically and creatively, using a range of techniques and research methods applicable to both theoretical and practical activities, in professional situations.
The work-based learning component of the course presents an opportunity for learners to apply their acquired skills, knowledge and understanding to the world of work. This will:

• make learners flexible enough to apply underlying concepts and principles outside the context in which they were first studied, making them responsive to the changing work-place
• enable learners to understand the extent and limits of their knowledge, and how this influences their ability to contribute in the work-place
• help learners to identify further training/academic opportunities, develop existing skills, and acquire new competences that will enable them to assume responsibility within organisations
• help learners to identify qualities and transferable skills necessary for employment and progression to other qualifications requiring the exercise of personal responsibility and decision-making.

Learning Outcomes

A1 Evidence an understanding of contemporary debates and critical issues surrounding Esports, games design, culture, health and wellbeing and placement in the broader social context.
A2 Conduct exploratory and dynamic research using a variety of methods, analysing and applying the findings to a?variety of?outcomes.
A3 Evidence an understanding of business principles, the role of enterprise, entrepreneurship, events planning and professional practice within the Esports industry and more broadly.
A4 Explain key roles within Esports and their relationship to one another within a production process.
A5 Develop a critical understanding of the development of knowledge in the subjects of Esports coaching and Esports development.
B1 Critically analyse and evaluate complex, incomplete or contradictory information, and synthesise information in an appropriate manner when undertaking independent written and practical work.
B2 Critically reflect upon their own and others work, taking into account and acting upon external feedback.
B3 Evidence initiative and originality in the application of knowledge to produce Esports games based upon unique ideas, concepts, proposals, solutions or responses that demonstrate risk and ambition.
B4 Articulate ideas through the use of written, verbal and visual language.
C1 Systematically and creatively plan, negotiate and implement projects effectively whilst working individually or within a group.
C2 Appraise and employ appropriate tools and production techniques in order to solve complex problems and produce media solutions.
C3 Identify employment options, career pathways and entrepreneurial opportunities within the Esports industry and broader sector.
C4 Engage with and reflect upon the nature of professional practice within the Esports industry and identify the gaps between current skills and the expectations of potential employers.
C5 Plan, deliver, perform and reflect on practical coaching sessions.

Course Structure

Level 4 Modules

Module Code Module Id Module Title Module Status Credit Value Module Type
AA1S42 MOD012573 Theory, Culture and History of Esports Running 20 specified
AA1S43 MOD012575 Strategies, Coaching, Competitive Play and Psychology Running 20 specified
AA1S44 MOD012576 Health, Fitness & Wellbeing in Esports Running 20 specified
AA1S45 MOD012579 Single Player Games in Esports Running 20 specified
AA1S46 MOD012582 Hashtag Top Content Running 20 specified
BS1S10 MOD012574 Business, Marketing, Global and Customer Immersion Running 20 specified

Level 5 Modules

Module Code Module Id Module Title Module Status Credit Value Module Type
AA2S40 MOD012584 Multiplayer Games Design in Esports Running 20 specified
AA2S41 MOD012585 Islands in the Stream Running 20 specified
BS2S10 MOD012583 Work Based Individual Project Running 20 specified
BS2S11 MOD012586 Event Planning (Real World Live Group Project) Running 20 specified
BS2S12 MOD012587 Professional Skills for Esports Running 20 specified
BS2S13 MOD012588 Your business in Esports Running 20 specified

Teaching and Assessment


Learning and Teaching Methods


Employer Engagement

Visiting Speakers
Visiting speakers, workshop leaders and production directors are key to the delivery of the Foundation Degree e. The College offers a programme of visiting guests from industry who work practically with learners and offer insight into professional working practices.

Volunteering
Volunteering is an opportunity for learners to improve their chances of prospective employment and an important way of gaining skills required for a future career. Learners will be expected to reflect on their choice of an appropriate volunteering placement within the creative industries in the first instance. An application or meeting with a prospective employer would then be arranged.

Fieldwork
For specific modules learners create work on location in response to particular environments or applied contexts.

Fieldtrips
For specific modules learners create work on location in response to particular environments or applied contexts.

Work Placements
Appropriate timetables and work placements are agreed between employers and learners. Learners are expected to carry out a planned period of work experience, which corresponds to the creative industries work placement module. All such work placements adhere to the University’s Procedures for Placement and Work–Based Learning.

Work-based Learning
Work based learning takes place within a variety of different modules on the course such as Work Based Individual project, Professional Skills for Esports, Islands in the Stream and Event Planning. Opportunities to undertake individual and collaborative practice within work-based contexts will enable learners to gain valuable experience of work within the creative industries sector.

Employer Forums
Employers are invited to come into colleges to discuss work placement opportunities with staff and learners. During these meetings employers are invited to use the time as an opportunity to comment on effectiveness of these placements and their relevance for future employability.

Other
Live briefs and applied projects offer the opportunity for guidance and mentoring by industry professionals.


Means of Assessment

  • Report
  • Presentation
  • Portfolio
  • Project Output


Learning Support

Induction
Learners receive inductions to college libraries and learner support services to become familiar with resources, where to locate them and how to use them. Learners receive inductions to the various workshops available for their use, which includes health and safety and risk assessment. Learners receive inductions into the structure and content of the course, teaching teams and teaching and learning approaches. Learners also have the opportunity to visit the USW campus as part of their induction, including an introduction to the library and general facilities.

Personal Tutor
All learners are allocated a Personal Tutor and receive 1 hours of pastoral support each week.

Office hours
Open door policy allows learners to approach tutors and personal academic coaches during non-taught hours. The course team are generally available throughout the week during standard office hours, either in the studios or in their office, in case of any enquiries or emergencies. Provision is also made for online tutorials where attendance on campus is not possible.

Tutorials
Tutorials take the form of a one-to-one or group discussion with a tutor. These can be face to face or online. Each module has a component of tutorial, but the emphasis on this format will change depending on the module. Tutorials focus on supervision support and academic development.

Seminars
A combination of lectures and seminars are conducted as standard practice to introduce a new module and enable group discussion during the course of development of a project. Seminars also occur within critical studies modules such as Perspectives on Theatre and Performance to discuss set texts and other learning materials and address study skills such as research, essay writing, essay structuring, Harvard referencing, and critical writing.

Formative Assessment
Longer running modules require learners to submit early assignments before a final summative assignment. Shorter modules will be formatively assessed through tutorials with a final summative assessment. This provides learners with a valuable opportunity for guidance in preparation of the completion of their assignment. The format of the formative assignment may range from in-class performance showings to set rehearsal points to draft written submissions.

Progress meetings
Progress sessions are conducted during tutorial time via 1 to 1 sessions.

Online Resources
Online resources are provided by tutors via Teams Class Notebook/Blackboard and by the library. Use of the VLE is set out in the University’s Virtual Learning Environment (VLE) Minimum Requirements Policy. Learners have access to a range of digital books and journals via the College and University libraries. Professional collaboration tools such as Google Docs or collaborative wikis are used to support team working and project management.

Advice Zone
Learners are directed to College advice centres to additionally gain advice and skills in research, writing and general study. Learners are encouraged to use the college Learner Services to seek help with study skills and especially with the academic critical studies modules if needed. This can help with improving level of written work in critical studies and journals, explaining how the assessment criteria are applied to determine performance and how learners can address the criteria effectively through their work, their statements of intent, research folios and approaches to research. The learner support HWB operates on a strictly confidential one-to-one basis and learners find this beneficial. The HWB are also able to advise on counselling, disability and dyslexia, money and progression.

Disability
Those learners with conditions such as dyslexia are advised to approach the HWB to gain further assistance such as note-takers, study skills and technology designed to assist. Learners can also make use of the disability & dyslexia appointments and gain general access to disability support to discuss support requirements, answer queries or discuss funding for support.

IT/Library
Library inductions introduce learners to the wide range of resources available freely online via the USW and the college hubs including books, articles, journals, images, radio, TV and films. The College also offer a wide range of IT equipment both in class, in libraries and in designated areas that learners can access and use. This includes both PC and Macs with a wide range of software aimed at general and subject specialist use.

Course Exit Points

Award Criteria Final
Foundation Degree in Arts 240 credits of which at least 100 must be at Level 5 or above, 120 at Level 4 or above and no more than 20 at Level 3. Of the 240 credits, at least 60 credits must be derived from Level 5 work-based learning Final
Certificate of Higher Education 120 credits of which at least 100 must be at Level 4 or above and no more than 20 at Level 3 Exit

Progression Route

Learners who complete the Foundation Degree (Level 5) can progress to Level 6 to complete a BA with Honours degree. There is a level 6 top up BA Esports being planned at the moment which will be the main named pathway or progression, there are also a number of programmes currently running that would be suitable based on the course content such as, BA (Hons) Business and Management (Events Management), BA Marketing or BA Media Production. Course talks will be arranged with all course leaders as part of the professional practice module to help learners decide on progression routes outside of the top up.Other employment progression routes possibly include:• Games design• Team management• Events planning & management• Digital marketing & branding• Broadcasting• Professional Esports player• Health & Wellbeing• Self-employed/freelance


Entry Requirements

Admission to the course is typically through the following qualifications:

Typical A-Level Offer – DD

Typical BTEC Offer - relevant BTEC level 3 profile of Merit/Pass or Pass/Pass/Pass Typical Welsh Bacc Offer - Grade C and DE at A Level
Typical Access to HE Offer - Pass Diploma with 60 credits overall to include 45 level 3 credits all passes.

Additionally, GCSE passes in three subjects at grade C or above to include Mathematics and English Language (or equivalent).

A successful interview may also be a requirement for entry onto the course.

If an applicant does not meet the grade criteria, then age and experience may be able to be taken into consideration.


Inclusive Curriculum Statement

The University of South Wales operates a policy of inclusive learning, teaching and assessment to ensure that all students have an equal opportunity to fulfil their educational potential. Course teams will have considered ways of designing out any potentially disadvantageous element of courses during the course design process. However some specific needs may remain, details about how to apply to have your needs assessed can be found at: http://unilife.southwales.ac.uk/pages/3040-disability-and-dyslexia-service/


Addendum for Delivery at a Partner Institution

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Methods Of Quality Standards

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Quality Of Standards Indicators

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