BTEC Esports

The BTEC Level 2 in Esports is an intermediate qualification for post-16 learners who want to specialise in a specific occupation, occupational area or technical role. It prepares learners for work or an Apprenticeship by giving them the opportunity to develop sector-specific knowledge, technical and practical skills, and to apply these skills in work-related environments. The qualification also provides progression to Level 3 qualifications. Developed in close conjunction with leading employers, the BTEC Level 2 in Esports develops transferable workplace skills, such as good communication and the ability to work in a team, which employers have identified as essential for gaining employment in the sector and for progression once the learner is working. At the core of this qualification is the concept of preparing young people for the working world. Through practical activities and occupationally-fit-for-purpose assessments, learners will gain the skills and behaviours needed for sustainable employment. This qualification is designed to be used flexibly, depending on its size and scope: 

  • as part of a full-time study programme, alongside mathematics and English GCSEs and/or Functional Skills, work placement and enrichment activities 
  • as the technical qualification within an Apprenticeship or off-the-job training for those already in work 
  • as a roll-on, roll-off programme for those entering an apprenticeship or employment.

The content of this qualification has been developed in consultation with key stakeholders. This ensures that the content is appropriate and consistent with current industry practice to enable learners to enter employment or further study. This is a career-focused qualification with industry endorsement enabling learners to develop underpinning knowledge and technical and transferable skills that gain experience in a variety of different sections of the esports industry. Learners taking this qualification will study four mandatory units: 

  • Unit 1: Esports Games, Teams and Tournaments 
  • Unit 2: Establishing an Esports Organisation 
  • Unit 3: Streaming for Esports 
  • Unit 4: Plan an Esports Event. 

The mandatory content allows learners to develop their technical skills across the different unit areas, supported by underpinning knowledge. All assessment relates to the esports industry. Communication skills are developed throughout the units, and students can also enhance their broader skills in ICT, while literacy and numeracy skills are also developed throughout.


The BTEC Esports curriculum aims to provide students with a thorough understanding of the esports industry, equipping them with the knowledge, skills, and competencies required for a successful career in this rapidly growing field. Our intent is to cultivate a deep appreciation for the various aspects of esports, including event management, marketing, production, and professional gameplay. We strive to inspire students to pursue careers in esports, promoting innovation, strategic thinking, and collaboration, while also emphasizing the importance of health and well-being within the competitive gaming environment.

Programme Offerings:

  1. Industry Knowledge:
    • Students will gain insights into the history, current trends, and future prospects of the Esports industry.
    • Understanding of the various roles within the Esports ecosystem, including players, coaches, managers, and support staff.
  2. Technical Skills:
    • Proficiency in using gaming hardware and software, including setup, maintenance, and optimisation.
    • Skills in game strategy, analysis, and performance improvement.
  3. Communication and Teamwork:
    • Development of strong communication skills through team-based activities and competitions.
    • Enhancement of teamwork abilities, learning to function cohesively in a high-pressure environment.
  4. Critical Thinking and Problem Solving:
    • Cultivation of critical thinking and strategic planning through game analysis and in-game decision-making.
    • Problem-solving skills developed through troubleshooting technical issues and in-game challenges.
  5. Time Management and Discipline:
    • Emphasis on balancing coursework and personal time to maintain overall well-being and academic performance.
    • Instilling discipline through regular practice, training routines, and participation in gaming activities.
  6. Leadership and Professionalism:
    • Opportunities for leadership roles within teams, promoting responsibility, and organisational skills.
    • Professionalism in conduct, both online and offline, including sportsmanship, ethical behaviour, and community engagement.

Outcome: By the end of the course, students will be well-equipped with the skills necessary to pursue careers in the Esports industry, whether as professional players, analysts, content creators, or in supporting roles. They will also have developed transferable skills valuable in many other fields, such as communication, teamwork, and strategic thinking, preparing them for success in their future endeavours.



KS3 – Core Year 9

In year 9, Esports is used as a chance for students to develop the basic skills by experiencing different genres of games to help them understand the different features the make games unique. Students will learn about the job roles involved in the Esports industry and learning the different components within a computer and what each function of the components is.


Year 10 and 11

At the beginning of Year 10, if students choose BTEC Esports as one of their option subjects, we move to looking at the Esports content in more detail. Please see Curriculum Maps for more details.

  • Unit 1 will focus on the games, teams and tournaments involved within Esports. They will produce a presentation which helps them showcase what they have learnt over the term.
  • Unit 2 will approach Esports from a business aspect. Students will research different Esports organisations and understand what it takes to be successful. Students will later go on to design their own Esports brand accompanied with a business plan.

Students will learn Esports at school through a blend of interactive presentations, hands-on practice, and collaborative projects, ensuring a comprehensive educational experience. Teaching methods will include expert-led discussions on game theory, strategy, and industry trends, complemented by practical sessions where students actively engage with gaming hardware and software. A typical lesson may start with a brief theoretical overview with a clear learning objective, followed by live demonstrations of gameplay techniques and strategies. Students will then participate in guided practice sessions, working individually or in teams to apply what they've learned. These sessions will be supplemented with video analysis of professional matches, allowing students to critique and learn from high-level play. Regular assessments, including quizzes, project presentations, and in-game performance evaluations, will ensure that students continuously develop their skills and understanding of the Esports landscape.


Regular assessments, including quizzes, project presentations, and in-game performance evaluations, will ensure that students continuously develop their skills and understanding of the Esports landscape.


Implementing an Esports curriculum has had a profoundly positive impact on our students, fostering a range of skills that extend beyond the gaming arena. This innovative programme has enhanced critical thinking, teamwork and strategic planning abilities, as students collaborate in a structured environment. Additionally, the curriculum has increased student engagement and motivation, offering a unique blend of education and entertainment that appeals to a diverse group of learners. The inclusion of Esports has also opened up new career pathways in the growing fields of gaming and technology, preparing students for future opportunities. 



British Esports -

Documentaries/TV programmes



Gran Turismo – Based on a true story about how a professional Esports racer transitions to become a real racing driver

Ready Player One – Fictional story in  a future dystopian world which shows what gaming may look like.

A list of films based on their original game counterpart including classics such as Super Mario Bros and Tomb Raider:


Always good to keep an eye on current affairs. BBC news or Sky news are good places to start and are free to look at online. Following something on social media can be a good idea to keep up to date.


Ready Player One is also a science fiction novel by Ernest Cline that takes place in a dystopian future where people escape their reality by immersing themselves in a virtual reality world called the OASIS.

Full list of video game-based novels:





Esports Learning Journey

Updated: 17/06/2024 319 KB