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Bonus Module

CAREER PATHWAY COURSE FOR ESPORTS

Esports Careers in Entrepreneurship

Learning Goals

  1. Demonstrate an understanding of job titles, qualifications, career paths, and the impact of entrepreneurial career clusters and pathways as they relate to eSports.
  2. Employ entrepreneurial learning strategies to generate feasible ideas for business ventures (BAC05.01.01).
  3. Develop a concept for a new business venture (BAC05.01.02).
  4. Evaluate a new business venture concept’s potential for success (BAC05.01.03).
  5. Demonstrate the ability to evaluate a design or product and improve the design using testing, modeling, and research (SCPA11.02.02).
  6. Apply appropriate academic and technical skills (Career Ready Practice 2).
  7. Consider the environmental, social, and economic impacts of decisions (Career Ready Practice 5).
  8. Demonstrate creativity and innovation (Career Ready Practice 6).
  9. Use critical thinking to make sense of problems and persevere in solving them (Career Ready Practice 8).
  10. Work productively in teams while using cultural global competence (Career Ready Practice 12).

Big Ideas

  • Entrepreneurs work with teams of people and investors to make their business ideas a reality.
  • Entrepreneurs design, produce, and market solutions to problems in many categories, including eSports
  • Entrepreneurs may create new products, services, events, experiences, apps, websites, and more that are designed to make money.

Guiding Questions

  • What career IT and engineering opportunities are there in Esports?
  • How can I evaluate hardware needs for an Esports player or team? 
  • How can I work within a budget to create a hardware solution?
  • What are some ways Esports professionals evaluate games in development? 
  • How do critical thinking skills contribute to success in an IT or engineering career in Esports?

Vocabulary

Bonus Module: Vocabulary

  • Clan / Guild
  • Farming 
  • Platform / Cross-Platform Play
  • Spawn
  • Tank / Tanking

 

 

  • Entrepreneurship
  • Venture
  • Capital
  • Investor 
  • Copyright, Patent, and Trademark

Assessment

  • Career Quest Entrepreneurship Project
  • Formative assessments including the Digital Scavenger Hunt and the description, target market, research data, advertisement, and storytelling template for a product or service as part of the Entrepreneurship Project
  • Entrepreneurship Reflection 
  • My Esports Profile and reflection

Module Duration: 10, 45-minute lessons 

Note: This module culminates in an Investor Pitch presentation similar to the long-running hit TV show Shark Tank™. In the Investor Pitch, groups of students present their ideas for a new Esports-related product, service, website, app, or other investable product. The presentation can be approached in many different ways. It may be most appropriate for the students to present to you and your class. If time and resources allow, you may even consider bringing in other adults to act as make-believe investors to hear the pitches. You might consider other teachers or administrators, local business or community leaders, or parents. The additional adults may just create an extra layer of authenticity to the pitch!

“Shark Tank” is a registered trademark of Sony Pictures Television, Inc.