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電腦運算及數據科學 電競科技

Certificate in eSports Technology and Management (Senior Secondary Applied Learning)
電競科技與管理(高中應用學習)證書

課程編號
IT079B

學分
27
課程制式
全日制
開課日期
2024年10月5日 (星期六)
下次開課日期
10-2025
修業期
2年
教學語言
粵語
查詢
3762 0910
2571 8480
報名辦法

課程簡介

本高中應用學習課程,旨在培養學生對電子競技行業各種概念和技術的認識和理解,及幫助學生探索不斷發展的電子競技行業的就業機會,並為促進該行業的發展做好準備。

This senior secondary applied learning programme aims to develop students’ awareness and understanding of various concept and technological skills in eSports industry. It helps students explore the career opportunity of the growing eSports industry, and be well equipped to contribute to the development of the industry.

詳情

課程結構 Programme Structure

本課程有4個單元共180課時(60堂)。
The programme consists of 180 hours (60 lessons) and is divided into 4 modules.

單元一
(39 課時)
 
Module 1
(39 hours)
電競商業生態系統概覽
  • 電競的歷史、起源及發展
  • 電競行業中的持份者
  • 電競商業生態系統的架構
  • 與電競相關的道德和法律議題
  • 電競道德要求的重要性
  • 處理遊戲成癮的技巧
  • 電競遊戲分類及機制
  • 電競成功的因素
  • 大灣區電競產業發展
  • 大灣區電競產業優勢
Overview of eSports Business Ecosystem
  • History, origin and development of eSports
  • Stakeholders of eSports industry
  • Framework of eSports business ecosystem
  • Ethics and legal issues related to eSports
  • Importance of ethical requirements in eSports industry
  • Skills in dealing with gaming addiction
  • eSports game classification and mechanism
  • Successful elements of eSports
  • eSports industry development in the Greater Bay Area
  • Strengths of eSports industry in the Greater Bay Area
單元二
(42 課時)

 

Module 2
(42 hours)
電競傳意技巧及活動籌劃
  • 電競活動籌劃
    • 電競的財政管理及贊助
    • 電競的專營權模式
    • 保安措施和危機處理
    • 電競活動的推行
    • 電競的市場營銷
  • 電競傳意技巧
    • 報導技巧
    • 電競遊戲介紹技巧
    • 旁述技巧
    • 突發事件及其處理方法
eSports Communication Skills and Event Planning
  • eSports event planning
    • eSports financial management and sponsorship
    • eSports franchised model
    • Safety measures and crisis handling
    • eSports event implementation
    • eSports marketing
  • eSports Communication Skills
    • Reporting skills
    • Skill of introducing eSports games
    • Narrating skills
    • Contingencies and its handling skills
單元三
(36 課時)

 

Module 3
(36 hours)
電競設備和網絡基建設置
  • 電競設備
  • 網絡延時對電競比賽的影響
  • 電競相關的網絡規格
  • 網絡保安措施
  • 5G技術及其對電競的影響
Devices and Network Infrastructure for eSports
  • eSports devices
  • Impacts by network latency on eSports competition
  • Network specifications for eSports
  • Network security measures
  • 5G technology and its impacts on eSports
單元四
(63 課時)

 

Module 4
(63 hours)
電競串流技術
  • 即時串流原理
  • 電競電腦圖像
  • 直播串流平台及工具
  • 電競直播設備和配置
  • 電競活動直播製作 
  • 即時串流設置問題解決方法
eSports Streaming Technology
  • 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

學習成果 Learning Outcomes

完成課程後,學生應能夠:

  1. 描述電競行業各種職位的功能;
  2. 運用科技知識和技能製作電競數碼媒體內容及網絡設置相關基建;
  3. 融合解難、分析能力和溝通技巧,解決電競業務和技術相關的問題;
  4. 就電競業所需的職業道德和正面的價值觀作出評估;
  5. 提升相關範疇之升學及就業發展所需的自我認知。 

On completion of the programme, 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; 
  5. develop self-understanding for further studies and career development in the related field.

評核 Assessment

包括筆試 、實務評估、專題報告及口頭匯報
Includes written test, practical assessment, project and presentation.

學銜 Award

按香港大學體制,經香港大學專業進修學院頒授「電競科技與管理(高中應用學習)證書(資歷架構第3級)」予成功畢業同學(出席率達80%或以上及於評核中取得合格成績)。
Students who successfully complete the programme (with at least 80% attendance and achieve a pass grade in assessments) will be awarded "Certificate in eSports Technology and Management (Senior Secondary Applied Learning) (QF Level 3)" within the HKU system through HKU SPACE.

評分準則 Guidelines for Grading

Grading

上課詳情

視乎報讀人數提供粵語及/或英語授課
The programme can be delivered in either English or Cantonese, depending on the number of applicants.

上課模式 CLASS MODE

模式一:
逢星期六上午、下午或全日上課,每節課3小時,於香港大學專業進修學院教學中心上課,部份課堂亦會安排於暑假進行。
模式二:
由有關中學及香港大學專業進修學院安排,可選擇於平日及/或週六上課,視乎有關設施及器材需要,部份課堂會於香港大學專業進修學院教學中心上課,部份課堂亦會安排於暑假進行。

Mode 1:
3-hour lessons in Saturday mornings, afternoons or for the whole day at HKU SPACE Learning Centres. Summer classes will also be arranged.
Mode 2:
Arranged by the secondary school concerned and HKU SPACE; classes can be arranged on weekdays and/or Saturdays. Depending on the equipment/facilities needed, some lessons may be held at HKU SPACE Learning Centres. Summer classes will also be arranged.

 

上課時間表 (只供 ApL 學生使用)
TIMETABLE (ONLY FOR ApL STUDENT)

2022 - 2024 學年     2022 - 2024 Cohort 
Class A     I     Class B     I     Class AA

入學條件

申請人必須為中三或中四學生。 中三學生可以提前申請,但在應用學習課程開課時, 他們必須是中四學生。而中四學生可以選擇在中四或中五時學習該課程。 

Applicants shall be Secondary 3 or Secondary 4 students. Secondary 3 students can apply in advance but they must be in Secondary 4 when the Applied Learning course starts. Whereas Secondary 4 students can choose to study the course either in Secondary 4 or when they reach Secondary 5.

申請

報名辦法

學生須於每年2月至4月中透過所屬中學向教育局申請,詳情請向所屬中學查詢。
Students must submit their application through their secondary schools from mid February to mid April. Please contact your secondary school for details.

付款方法 PAYMENT

課程費用由所屬中學及教育局全數資助。
課程費用為港幣18,600,分兩期繳交。
選擇上課模式二的中學將根據學校提供的埸地設施及學校老師參與授課的程度作出減免。
Course fee will be subsidized by secondary school and the Education Bureau.
Course fee is HK$18,600 and paid by 2 installments.
For class mode 2, course fee will be partially exempted according to the teaching venue and teaching support provided by the partner secondary school.