BS2S12 - Professional Skills for Esports 01 Aug 2022 - 31 Aug 2028 | Version 1
Associated Module Information
| Module Code: | BS2S12 | ||
|---|---|---|---|
| Module Title: | Professional Skills for Esports | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Games | ||
| Module Leader: | Charlotte Grose | ||
| Module Team: | Nathan James, Otilia Pasareti, Jenna Thomas, Daniel Davies, Clive Prosser, Neil Griffiths, Paul John, Emma Marshman | ||
| First Intended Intake: | SEP 2022 | Final Year of Intake: | 2027 |
| Date Closed: | |||
| Credit Value: | 20 | Credit Level: | 5 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 100078 - business and management | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 1 |
|---|---|
| Valid From | 01 Aug 2022 |
| Valid To | 31 Aug 2028 |
Module Aims
This module covers:
• This theoretical study into work experience for Esports and includes a work placement (70 hours) opportunity to enhance qualification and personal development.
• Provides an understanding of how Esports jobs and careers operate
• Develops professional skills, competencies and knowledge require to work in Esports through psychometric test and analysis
• Relating academic knowledge to practical Esports placement
• Allow development of key transferable skills through process of self-reflection and evaluation
• Helping to prepare for future career, and making decisions about the direction in which to progress
Content Summary
This module asks learners to demonstrate knowledge, skills and understanding of jobs and careers in Esports and how these operate. This follows with an examination of role models invested in Esports.
Learners will undertake psychometric tests and analysis in which the results will help to explore and identify core competencies and personal qualities, as well as key areas for personal and professional development. The knowledge will be used to undertake a period of practical work placement.
Learners will be introduced to reflective learning principles, which will lead to participating in self-reflection and evaluation of the Esports work placement (70 hours). Learners will be encouraged to share experiences to encourage learning of Esports jobs and careers, and to help articulate strengths.
The module is intended to take learners out of their comfort zones in areas of psychometric testing, reflection, and evaluation, sharing experiences, and working in the Esports industry.
Guest speakers including staff from other specialisms (business, enterprise and WBL) in the college will be brought in to deliver specific content to enhance the module experience.
If a learner is unable to complete the work experience element due to a placement falling through. A live brief/project will be offered instead.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 12 |
| Seminar | 13 |
| Tutorial | 1 |
| Work based learning | 70 |
| Independent Study | 30 |
| Directed Study | 64 |
| Problem / challenge based learning | 10 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Explain the range of job roles available and how they are interconnected in the Esports industry. |
| LO2 | Reflect on the nature of professional practice in their discipline and identify the gaps between their work related capabilities and disciplinary expectations |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Report 1 | A written assignment evidencing understanding of key roles within jobs and careers in Esports, while comparing different characteristics for identifying relationships within the Esports production process. | 0 | 2000 | 30 | No | 40 |
| Asynchronous Assessment | Portfolio 1 | A series of psychometric tests and analysis where the results are used to explore and identify core competencies, personal qualities, and key skills for personal and professional development intended for practical work experience. A digital blog or vlog for self-reflecting and evaluating practical work placement over a period of time using reflective learning principles. The blog will help develop employability skills in the Esports industry. | 0 | 3000 | 70 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Report 1 | ✔ | ✔ | |
| Portfolio 1 | ✔ | ✔ | |