BUSINESS DEPARTMENT Course Code Course Name Level Instructor Period Room Number IDC4U1 Sports & Entertainment Marketing Grade 12 Course Overview Welcome to Sports and Entertainment Marketing. Get ready to learn about one of the most exciting – and competitive – businesses in the world. Sports and Entertainment Marketing is the subject that you can relate to and make your own. After all, it is all around us – not just at ballparks and theatres, but at schools, on television and radio, in stores, and on the Internet. The units in this course introduce you to the sports and entertainment industries, types of products, marketing strategies, and careers in these popular fields. The 16 chapters in Sports and Entertainment Marketing are divided into eight units. Prerequisite: None. Specific Strands of Study and Expectations include World of Marketing Connections and Contrasts Define marketing and discuss the history of sports and entertainment Markets Define sports and entertainment marketing Products Define the sports and entertainment consumers Price Decisions Differentiate between a product item and a product line Market Research and Outlets Define market research Branding, Licensing, and Images Explain the concepts of branding and brand equity Promotion Define event marketing Plans and Careers Explain the purpose and function of a marketing plan Efforts will be made to meet the individual learning needs of students in order to ensure that these expectations are being met. Course Breakdown Resources Unit 1 (Chapters 1 & 2): World of Marketing - Sports & Entertainment: Connections and Contrasts Unit 2 (Chapters 3 & 4): The Sports & Entertainment Market Unit 3 (Chapters 5 & 6): Sports & Entertainment Products and Marketing Unit 4 (Chapters 7 & 8): Product and Price Decisions: Sports & Entertainment Unit 5 (Chapters 9 & 10): Sports & Entertainment Market Research and Outlets Unit 6 (Chapters 11 & 12): Branding, Images, and Licensing Unit 7 (Chapters 13 & 14): Sports & Entertainment Promotion Unit 8 (Chapters 15 & 16): Sports & Entertainment Marketing Plans and Careers The course will use a variety of resources including SMARTBOARD technology, video, Internet Applications, business software, and a variety of print sources. The student textbook Sports & Entertainment Marketing will be distributed to students during the first week of the course. Any damage incurred will result in payment for replacement ($85.00). Evaluation Structure Knowledge/Understanding 30% Application 30 % Communication 20 % Thinking/Inquiry 20 % The above is reflected in the term work (worth 70% of the final mark) and the summative work (worth 30% of the final mark). Summative work consists of the Final Exam (20%) and the Culminating Activity (10%) Evaluation Policy: Students will be assessed & evaluated according to the work produced & skills displayed. Methods of providing feedback will include assessing work in process & evaluating completed assignments, tests, co-operative learning activities, simulations and presentations. Peer & self-evaluations will also be utilized. Student marks will be determined by evaluating process & product according to 4 categories & 4 levels. Please see the chart below for specific skills and key words used to determine student competency in the different categories. Level Level 1: Level 2: Level 3: Level 4: Category 50-59% 60-69% 70-79% 80-100% Know ledge/Understanding -Limited -Some success -Considerable -Thorough display of in displaying display of understanding of Knowledge of facts & terms knowledge, knowledge, knowledge skills concepts and ability Understanding of concepts & relationships skills and skills and and ability to apply to communicate, Thinking/Inquiry ability to apply application of concepts think creatively and Critical thinking skills concepts concepts apply concepts Creative thinking skills Inquiry Skills Communication Communication of ideas and information Use of symbols & visuals Oral & written communication Application Applications in familiar contexts Transfer of concepts to new contexts Making logical conclusions and predictions Use of technology Making connections Feed back w ill also be p rovid ed for stu d ent learning skills. Skills like w orking ind ep end ently, team w ork, organization, w ork habits and hom ew ork, and initiative are assessed ind ep end ently stu d ent achievem ent and w ill be cond u ct ed throu gh the u se of a ru bric ind icating sp ecific criteria to be achieved to receive each of the follow ing letter grad es: E –Excellent G – Good S – Satisfactory N - N eeds Improvement Other Evaluation Issues LATE ASSIGNMENTS. Assignments submitted after the Primary Due Date established by the teacher will be accepted with a penalty of 5% off for the first day late and 2% for subsequent days to a maximum of 10%. This four day Penalty Zone is the maximum time allowed for submissions. The fourth day after the assignment is due is considered the Closure Date upon which no further assignments will be accepted. If the teacher returns the marked assignments within the four day penalty zone, the date of return is considered the closure date. Repeated lateness in submissions indicates poor organization skills and will result in parental contact and will be reflected in the learning skills section of the report card. INCOMPLETE ASSSIGNMENTS Assignments will be graded according to the extent with which they meet the criteria established in the rubric or evaluation structure. MISSED TESTS Tests missed with a legitimate reason will be written within a few days of the student returning from the absence. Student eligibility to write the test and the date of writing will be at the discretion of the teacher in consultation with the department head. CULMINATING ACTIVITIES These activities will be due toward the end of the course. They are valued between 5 and 15 per cent of the final mark and will reflect course material and competencies not otherwise reflected on the final exam. Plagiarism in any form reflects academic dishonesty and will result in a mark of zero for the assignment in question.