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Applied Learning (Senior Secondary Level) 2021-23 Cohort

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(1)

Draft as at August 2020

17b

Applied Learning (Senior Secondary Level) 2021-23 Cohort

Item Description

1. Subject Title eSports Technology

2. Course Provider School of Professional and Continuing Education, The University of Hong Kong

3. Area of Studies/

Course Cluster

Engineering and Production/Information Engineering

4. Medium of Instruction

Chinese or English

5. Learning Outcomes Upon completion of the subject, students should be able to:

(1) describe the functions of various job roles in the eSports industry;

(2) apply technology knowledge and skills in the production of eSports digital media contents and network infrastructure configurations;

(3) integrate problem-solving, analytical and communication skills to solve eSports business and technology related problems;

(4) appraise the work ethics and positive values required by the eSports industry; and

(5) develop self-understanding for further studies and career

development in the related field.

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Draft as at August 2020 17b

6. Curriculum Map – Organisation and Structure

Overview of eSports Business Ecosystem (30 hours)

 History, origin and development of eSports

 Stakeholders of eSports industry

 Framework of eSports business ecosystem

 Ethics and legal issues related to eSports

Devices and Network Infrastructure for eSports (39 hours)

 eSports devices

 Impacts by network latency on eSports competition

 Network specifications for eSports

 Network security measures

 5G technology and its impacts on eSports

eSports Streaming Technology (66 hours)

 Principles of live streaming

 Computer Graphics for eSports

 Live streaming platform & tools

 eSports live streaming setup and configuration

 eSports event live streaming production

 Troubleshooting for live streaming setup Knowledge integration

Background on eSports business ecosystem Concept and knowledge

 Practical exercises on eSports narration, event planning, network infrastructure setup and online streaming

 Case studies

 Visits

 Industry talks Experiential learning eSports Communication Skills and Event Planning (45 hours)

 eSports event planning

- eSports financial control and sponsorship - eSports franchised model

- Safety measures and crisis handling - eSports event implementation - eSports marketing

Knowledge integration

 eSports game classification and mechanism

 Successful elements of eSports

 Skills in dealing with gaming addiction

 eSports Communication Skills - Reporting skills

- Skills of introducing eSport games - Narrating skills

- Contingencies and its handling skills

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Draft as at August 2020 17b 7. The Context

The information on possible study and career pathways is provided to enhance students’ understanding of the wider context of the specific Applied Learning course.

Students who have successfully completed Applied Learning courses have to meet other entry requirements as specified by the institutions.

The recognition of Applied Learning courses for admission to further studies and career opportunities is at the discretion of relevant institutions. The Education Bureau and the course providers of Applied Learning are exploring and seeking recognition related to further education and career development opportunities for students successfully completing the Applied Learning courses.

Possible further study and career pathways Further studies

 e.g. eSports, digital media and entertainment, business management, sports and recreation management, IT Career development

 e.g. eSports junior event planners & marketing officers, eSports competition narrators, junior technical support officers

Relations with core subjects and other elective subjects

Enhancing and enriching, e.g.

 Chinese and English Languages: enhance students’ learning in verbal and written

communication through eSports event narration

 applying the common knowledge of this subject and Information and Communication Technology such as technology knowledge and skills and software application reinforces learning of both subjects Cross-fertilisation, e.g.

Business, Accounting and Financial Studies: the knowledge and skills in eSports event planning and management could be related to the contents of business related areas Expanding horizons, e.g.

Liberal Studies: expand students’ horizon about the global development trend of gaming industry Consolidating and synergising students’

studies, e.g.

 multi-disciplinary knowledge and practical activities provided in this subject help students reflect on their learning, so that they develop generic knowledge and skills which they can apply in their studies of other subjects

Cluster of professions/trades/industries related to the course

 e.g. eSports, digital media and entertainment, business management, sports and recreation management

Relations with other areas of studies/

courses of Applied Learning

Business,

Management and Law

 enhance students’

understanding of the business

requirements of event planning and implementation Future global and local outlook

 in recent years, eSports have become one of the most rapidly growing forms of new media. eSports spectators watch TV or live streaming on the internet, where they could also participate in social interaction such as forums and live chat rooms. These eSports activities have brought economic benefits

 the Government highlighted eSports as a new sector with great economic development potential which could help boost the local eSports and IT industries

 given the growing trend of eSports industry, there is an opportunity to nurture the new generation to arouse their interest and equip them with knowledge and skills in the eSports area

Beginners’ skill set to facilitate entry to further studies and/or work

 understand fundamental knowledge and skills of eSports ecosystem

 apply technical skills in eSports digital media content production and network infrastructure setup

 apply knowledge in planning and implementing eSports event

 understand the responsibilities of eSports industry, copyright and intellectual property rights

Foundation knowledge developed in junior secondary education

and Secondary 4

The subject is built upon the foundation knowledge students acquired in, e.g.

Chinese Language Education and English Language Education – verbal and written communication

Mathematics Education – basic calculations, statistics

Technology Education – data handling, information searching and software application

參考文獻

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