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ESPORTS

Vocational

Two Years

ENTRY REQUIREMENTS

5 GCSES at grade 4 including GCSE English

ASSESSMENT METHOD

This course is 100% assessed by practical projects and coursework.

ABOUT THIS COURSE

Esports (or electronic sports) is a rapidly growing industry and a subcategory of the gaming industry where teams participate in organised, primarily online, video gaming competitions. Multiple players work together to compete against an opposing team with a shared objective to win a game. It requires practice, skill building, and dedication. To succeed, the players must rely on quick problem-solving, team collaboration, fast reaction times, and communication.


 This course develops students' understanding of this rapidly growing industry and helps to prepare students for a gaming related career. On this qualification, students will learn about the Esports industry, strategies and analysis, developing an Esports team and brand identity, as well as the health, wellbeing and fitness requirements to maintain a career in this highly competitive industry. Through active learning experiences, students gain new technical and digital skills that they can apply outside of esports. They may also be introduced to new roles that inspire future career choices, such as project management, event coordination, or broadcast engineering. While only a subset of students will become professional, competitive players, these collegiate opportunities provide entry points into higher education.


A John Leggott College eSports Student sat at a computer desk in lesson engaging with the teacher.

COURSE AREA LEAD

Steve Robson

 WHO IS  THIS AIMED AT?

This course is aimed at students who:

  • Are interested in a career in eSports such as a player, coach, streamer, analyst or event organiser/broadcaster 

  • Are interested in a creative career such as social media, marketing, promotion or content editor 

  • Have an interest in the esports industry and competitive gaming.

WHAT WILL YOU LEARN?

  • Unit 1: Introduction to Esports

  • Unit 2: Esports Skills, Strategies and Analysis

  • Unit 3: Enterprise and Entrepreneurship in the Esports Industry

  • Unit 4: Health, Wellbeing and Fitness for Esports Players


Students will also have the opportunity to play for the college's Esports team ‘JLC Steel’. The team currently plays in the British Esports Championships organised by the British Esports Association for schools and colleges. We have teams competing in the Rocket League, Overwatch and League of Legends national tournaments and there are opportunities for students to setup their own teams for a variety of competitive games and tournaments as part of an enrichment activity. The impacts of game-based learning and participation in extracurricular activities, in general, have been studied and have been shown to offer many cognitive, behavioral, and social benefits. Some key benefits include positive impacts on student self-esteem; increased focus in class; increased participation, engagement, and attendance; and improved academic performance.

WHAT SKILLS WILL YOU  DEVELOP?

  • Gaming Skills and Strategies  

  • Comparison 

  • (Digital) Literacy 

  • Research 

  • Oracy 

  • Confidence 

  • Collaboration 

  • Effort 

PROGRESSION ROUTES