A Year in the Life of Teaching Esports BTEC: The Diagnostic
This is the second in a series of blog posts by lecturer, consultant, and teacher of esports,ĢżNik Turner.
With induction out of the way itās time for stage two ā The Diagnostic! While the students were discussing the pros and cons and moral dilemmas posed by āSquid Gameā, I was planning my own sort of ātestā in the form of a start-of-term diagnostic... admittedly with far fewer victims, or at least that was my hope!
As all educators will know, when the new academic year begins the diagnostic test is vital in any subject for understanding and getting a feel for your students, where they sit on the scale, and how likely they are to succeed. In saying that, itās not the be-all-and-end-all when it comes to adequately assessing the quality of students ā but it does help!
With no GCSE in esports (yet) I found myself quite excited about the options available to me in terms of the diagnostic as there are no existing blueprints for the . I decided on a two-pronged approach ā I will discuss stage two in the next article, but for now I just want to talk about the diagnostic test. It needed to be relatively simple and easy to understand as none of the students would have experienced any form of esports teaching previously. But at the same time, it did need to test them, so how do you make it a workable and worthwhile opener to the course?
After some discussion with colleagues, I decided that I would ask them to produce an esports glossary with a minimum of 30 words or terms.

The task I set my esports students.
Image provided by Queen Mary's College Basingstoke.
āThatās very basic and simple,ā I hear you say, and you would be correct ā thatās the point! So why did I go down this route?
Through the production of a glossary, it enabled me to analyse and gain a better understanding of several things. The task is accessible to everyone if students have no previous knowledge of esports. they can always search for terms to put into their work but when explaining the task, I made it very clear that only a few websites contain an esports glossary and I knew what they were! But I also made it very clear that what I wanted was their own glossary, I wanted them to include words and terms that they associated with esports ā what was their relationship with esports? In asking them to do this I knew it would give me a good idea of how they perceive esports and equally important - could they differentiate between esports and gaming?
The questions begun!
- āCan I use terms from the games I play?ā ... āYesā
- āCan we name tournaments?ā ... āYesā
- āCan we talk about teams?ā ... āYesā
- āCan I identify publishers?ā ... āYesā
- āCan I copy and paste from the web?ā ... āNo!ā
Basically, I gave them complete free range to do what they wanted, but I also made a very clear point that I wanted their work to be presented in an āesports styleā, (whatever that means!) so we looked at a range of images relating to esports to offer some hints, tips, and examples of what I meant.
This brings in a second element to the task, and perhaps the most important element ā that being the amount of effort and commitment they put into the task. Being honest, I was more interested to see what they produced and how they presented it than the contents of the glossary, as a marker point for their likely efforts in tasks to follow. Through stressing the importance of their presentation, I was also hoping it would enable me to obtain some good looking content to start populating the classroom walls (I will discuss this more in the next article).
So, what was the outcome? It was far more interesting than I had planned for, and Iām pleased to say it gave me a real insight into the knowledge of the students and the relationship they have with esports.
After looking through the work submitted, a few things became apparent, so I decided to take a deeper look and try and analyse the glossaries produced in a bid to recognise the patterns I found myself noticing. My findings are based on over 70 completed diagnostic tests so it would be unfair to claim I have undertaken a scientific study, but I do feel that my findings are worth sharing, and Iād be interested to hear if anyone else has found similar?
Based on the analysis of all of the glossaries produced I identified four clear and distinct ātypesā of learner, or at least four clear variants on the studentās relationship with esports. Based on my ideas I selected a range of students from each group to verify my thoughts and to gather more information.

The four esports student types.
Image provided by Queen Mary's College Basingstoke.
As you would probably expect the largest group was formed by āThe Casualā gamer. The diagnostic showed that there was quite a large range of references in this groupās glossary, there was no real focus of thought - more a generic overview of gaming and esports. Subsequent conversations revealed that these students enjoyed playing a wide range of games on a purely casual basis and most certainly for escapism as opposed to anything competitive. Time spent gaming for this group averaged what I would call a āsensibleā amount with other interests taking an equal priority outside of college. āThe Casualā gamer also spent minimal time either watching streamers or spectating esports events, the focus was very much on gaming for fun, but those that did generally watched streamers to learn things about the game they happened to be playing, particularly if they were struggling with something within the game.
Next up were āThe Competitiveā gamers, these were perhaps the easiest to identify through the diagnostic alone. The words and terms included in their work were heavily centred around one or two games with reference to characters, tactics, maps, genres etc. During discussions with this group, they were very proud and quick to announce they considered themselves as āseriousā gamers and wanted to tell me the ins and outs about their level of play, rankings etc. All this group were signed up to the ācompetitive gamingā enrichment at QMC and desperate to prove their worth ā in a good way! The time spent playing their chosen games was high, maybe a little too high for my liking, which led to entirely separate conversations! It was quite common for these students to go home and start playing from the moment they got in right through until bedtime (I wonāt tell you how late ābedtimeā often was!). It became quite clear that when they werenāt actually playing games, they were watching streamers renowned for their skills and gameplay in order to improve their own performance, it would be fair to say that āThe Competitiveā gamers had minimal other interests or activities outside of gaming and Iām hoping that as the course develops, they will learn that in order to improve performance there are more things to think about than just game time!
The diagnostic also highlighted āThe Fanā. For me this was pleasing to see as there were a good number of students who were knowledgeable about esports and the industry that surrounds it. These students played a lot less than the competitive group and had a wider range of games on their playlist. There appeared to be a much more balanced (and realistic) outlook on what gaming and esports could do for them going forward. āThe Fansā clearly enjoyed watching esports as much if not more than actually playing! There was a tendency to watch and focus on only one or two titles when watching events but that is to be expected and I took the time to explain that it would help them if they widened the range of their viewing. Iām hoping this group will really get to grips with the BTEC and develop their already established knowledge about the sports industry.
The smallest group, which was still larger than I would have predicted are āThe Curiousā. The students in this category were the easiest to identify through class discussion. They most certainly arenāt competitive in their gaming; they are not focussed on one or two games and most wouldnāt even consider themselves as āgamersā ā more as someone who likes to play games when theyāre in the mood! They would play a wide variety of games until they found a title they liked; theyād play it for a short amount of time before looking for the next favourite. Sometimes it wasnāt even the game itself they were attracted to but simply the aesthetics and the visual enjoyment of the maps! When talking to these students I found myself relating to them which spawned conversations about why they chose the course ā this is why Iāve named them āThe Curiousā!
In conclusion the Diagnostic task gave me much more information about the students than I planned to get! Therefore, I most certainly considered it a success that produced a much greater insight into my students, and I will be repeating the process next year. But before I go...
Did any of the work make it to the classroom walls?
It certainly did, and Iāll be elaborating on this in the next article where I officially welcome the students to the word of esports!

One of the students' esports glossaries.
Image provided by Queen Mary's College Basingstoke.
Nik Turner is a lecturer and consultant in esports and media with a particular passion for innovative practice. ĢżWith extensive experience in education he has been a part of the esports scene for over five years and spent the last two years working in the industry.
Nik has now returned to his other passion - teaching - as one of the esport lecturers at Queen Maryās College in Basingstoke.
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