Skip to main content

eDL KM Course Overview: Sports & Entertainment

Page 1


Marketing Two Products, One Purpose.

Sports & Entertainment Marketing (1 Year Course)

eDynamic Learning provides teachers with a comprehensive digital curriculum that includes lessons, reflective discussions, activities, assessments, podcasts, and more. Lessons incorporate engaging narratives, videos, slideshows, diagrams, and flashcards. They also include a built-in support toolbar which provides a variety of literacy tools and enables text to be translated into dozens of languages for English Language Learners. Teachers also receive a Pacing Guide, answer keys, a gradebook and the ability to customize the course to include teacher or district-authored lessons, activities, assessments and Knowledge Matters simulations!

Educate

In the Sports & Entertainment Marketing courses students will learn the world of sports and entertainment is never boring and is a multi-billion dollar industry. They’ll explore basic marketing principles while learning how professional athletes, sports teams, and famous entertainers are marketed as commodities and how the savvy people who handle these deals can become very successful.

» The Big Ideas of Sports and Entertainment Marketing

» Product and Service Central

» The ABCs of Business Communications

» Principles of Promotion

» Money and Marketing

» Career Investigation and Planning

» Entrepreneurship 101

» The Big Picture of Business

Knowledge Matters Sports & Entertainment Simulation

» The Global Market

» Brand Marketing

» Professionalism in the Workplace

» Sales and the Customer

» Distributing Sports and Entertainment Products

» Market Research

» The Fine Print: Legalities and Ethics

» The Marketing Plan

Knowledge Matters simulations allow students to experience real business scenarios and can continually refine their results to optimize outcomes and increase profitability. They offer an interactive, risk-free, game-based environment where students can see the impact of their choices immediately.

Virtual Business−Sports & Entertainment gives students the opportunity to “work” in the exciting sports and entertainment world. The online simulation teaches students the hard business decisions that go into the sports and entertainment events they enjoy in real life. Students handle promotion, ticket pricing, stadium operations and staffing, sponsors, concessions, concert booking and promotion, and more.

Lessons Include

» Ticket Pricing

» Stadium Staffing

» Promotion and Social Media

» Concessions

» Picking & Promoting a Band

» Sponsorships

» Parking and Revenue

» Ingress and Egress

» Player Management

» Sports & Entertainment Mogul

Unit Topics (1st Semester)
Unit Topics (2nd Semester)

Meet the Simulations

From the elevator pitch, to securing financing, to operating a profitable business, this sim teaches all the keys to successful entrepreneurship.

From debits and credits to forensic accounting, the subject comes to life when students learn through a business they run.

In focused lessons, students control pricing, staffing, products and more. In the capstone project, they run the whole show.

Starting your own restaurant is a common dream. Here students do it in the safety of a virtual world while learning general business concepts.

Developed with the Fashion Institute of Design & Merchandising this sim covers trend spotting, to design, to mark-ups and mark-downs!

Developed with the support of the J. Willard and Alice S. Marriott Foundation, this sim gives students a realistic look at the inside workings of the global hospitality business.

Live out ten financial lifetimes in an hour! From banking, to credit, to investment - this is the #1 personal finance curriculum in the U.S.

Your students will learn business and marketing in a context that is sure to attract them to class - the exciting world of sports and entertainment.

Your students will learn business and marketing in a context that is sure to attract them to class - the exciting world of sports and entertainment.

Turn static files into dynamic content formats.

Create a flipbook