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 with companion worksheet covers F4 of Unit 7: Business Decision Making. Areas covered include;
Statements of Comprehensive Income
Calculating Gross profit
Calculating profit/loss
Income statements
Using statements to make decisions
This full lesson covers F5 of Unit 7: Business Decision Making. Areas covered include;
Statements of financial position
Non-current assets
Current assets
Current liabilities
Net assets and liabilities
Working capital
Non-current liabilities
Net assets
Capital
Adjustments
Analysis of a SOFP
Tasks to facilitate learning and engage learners
This full lesson, with companion case studies and handouts, covers G2 of Unit 7: Business Decision Making, including;
SWOT analysis
PESTLE analysis
What If scenarios
The lesson contains several practical tasks to engage learners.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson, with companion handout, covers G3 of Unit 7: Business Decision Making. The lesson;
Covers what is meant by contingency planning
Provides 5 different case studies where learners have to explain how contingency planning can be used to prevent issues
Provides learners with a task where they must complete three different contingency plans and analyse the importance of having a plan in place for the business.
This worksheet contains 12 examples for learners to work through, 6 for each type of ratio. Learners will have to calculate both ratios and explain the implications of the result. The final task asks learners to write a summary about these types of ratio analysis, linking the calculations to the wider context of the business.
Please note the worksheet does not have the formula stated on it as this worksheet is designed to ensure learners do not rely on the formula being given to them.
This worksheet is useful for the Level 3 BTEC in Business and A Level Business, amongst other types of qualification.
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 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 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 52 slide set of lessons covers a range of motivational theorists, including;
Maslow
Herzberg
Vroom
Mayo
McGregor
Taylor
Lesson includes a wide variety of tasks and links to external media.
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 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 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 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 F2 of Unit 6: Principles of Management, including;
• Setting quality standards.
• Managerial commitment and staff buy-in.
• Quality circles.
• Partnership working with suppliers and customers.
• Transparent and open communication
This full lesson covers F4 of Unit 6: Principles of Management, including;
• Zero defect production and output.
• Continuous improvement.
• Improved output quality.
• Reduced inspection requirements.
• Supplier engagement and satisfaction.
• Customer involvement and satisfaction.
• Improved efficiency and profitability.
This lesson covers C5 of BTEC Level 3 eSports Unit 3: Enterprise and Entrepreneurship in the eSports Industry, including;
Numbered sections.
• Consistent use of fonts, headings and page numbering.
• Layout and use of graphics, charts and diagrams.
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 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.