
Other • Year 13 • 90 • 11 students • Created with AI following Aligned with National Curriculum for England
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The focus of the lesson is on our first learning aim, Learning Aim A: Explore the impact of social media on the ways in which esports organisations promote their products and services.
The first part of this learning aim will see us explore topic A1: Social Media Websites. This topic includes the following content:
The lesson should include a name as many as you can task on different social media websites, a task that reviews different esports organisations and how they use social media websites to support their business aims and needs, and finally a task that helps student to understand the importance of the different features of various social media webistes and how they can be tailored to organisational needs
This 90-minute lesson, designed for 11 students aged 14-16, explores how social media influences the promotion and operation of esports organisations. It aligns with the National Curriculum for England’s Computing programme and the Business Studies elements of the curriculum, specifically developing digital literacy, understanding business contexts, and effective communication in the digital age.
By the end of the lesson, students will be able to:
This lesson develops students' ability to critically evaluate digital communication in a modern business context, encourages collaborative learning, and enhances digital literacy. It directly supports curriculum aims in computing, business, and English by integrating knowledge with practical, real-world examples, ensuring students are equipped to understand and use social media in professional environments.
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