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Esports CoachingLaajuus (5 cr)

Code: HTP20840

Credits

5 op

Teaching language

  • English

Responsible person

  • Nico Ilkanheimo
  • Tuomas Rauhansalo
  • Perttu Leppä

Objective

The students gain knowledge and skills to
- understand the personal point of view to coaching (coaching philosophy)
- understand eSport as a business
- understand the meaning of physiology and psychology
- build teams and assign roles (team culture, feedback)
- understand rules & requlations
- understand the meaning of statisctics (analysis)

Content

The basic infromation about coaching philosophies
Business models, branding, sponsorships, marketing
Nutrition, training programms, meaning of sleep, excercises, ergonomy, mind control, short and long term goal setting, grouping & personal support
Successful team building. Tools for personal & team development. Meaningful feedback as a tool to perform.
Discipline, agreements, codes of conduct, preparations before tournaments.
Match analysis.
Tools to support virtual coaching.

Qualifications

Participant is required to have a team or an individual gamer to coach.

Assessment criteria, satisfactory (1)

Sufficient (1):Student completes all required tasks but demontrates only little understanding of the key topics covered through materials created and reflection.
The portfolio is not well prepared. The online activity does not add much value to peer students.

Satisfactory (2) Student demonstrates some understanding of the key elements and has all tasks completed, primarily in time. There may be some flaws with content and formatting not demonstrating a deep understanding of the topics covered.

Assessment criteria, good (3)

Good (3) Student demonstrates understanding of the main coaching processes and methods and the outcome of mandatory tasks is of a reasonable standard. There may be some lacks in formatting, finalizing or accuracy of planning, but the research and reflection of the work done demonstrates clear understanding of the key topics covered. All tasks are completed.

Very Good (4): Students performance is primarily exceptional, but in some fields the quality of the work, timely task completion, depth of analysis or research or materials /presentations created lack justification, finalization or content. All tasks are completed and the overall performance is high what comes to materials, presentations and reflection. The coach actively participates in joint online conversations and gives added value to other participants.

Assessment criteria, excellent (5)

Excellent (5): Student is able to demonstrate a capability in coaching and managing a eSport game team in an autonomous manner. The portfolio show analytical skills and personal growth in terms of understanding the meaning and effect of coaching and skills required to implement it successfully. All plans (including training and business plans) are created based on thorough research and are well justified. The portfolio contains deep analysis and reflection (personal input to the topic) for all covered topics. All mandatory tasks are completed in time with a high quality standards by structure, referencing, content, outlook and presentation. Online activities are found to be useful by the peers.

Enrollment

01.08.2024 - 31.08.2024

Timing

02.09.2024 - 15.12.2024

Number of ECTS credits allocated

5 op

Mode of delivery

Face-to-face

Unit

School of Business

Teaching languages
  • English
Seats

0 - 45

Teachers
  • Perttu Leppä
Groups
  • HTG22S1
    Bachelor's Degree Programme in Business Information Technology
  • ZJA24SI
    Avoin amk, tiko
  • HTK21S1
    Tietojenkäsittely (AMK)
  • HTG21S1
    Bachelor's Degree Programme in Business Information Technology
  • ZJK24SI
    Korkeakoulujen välinen yhteistyö, TIKO
  • HTK22S1
    Tietojenkäsittely (AMK)
  • HTK23S1
    Tietojenkäsittely (AMK)
  • HTG23S1
    Bachelor's Degree Programme in Business Information Technology
  • HTK20S1
    Tietojenkäsittely
  • HTG20S1
    Bachelor's Degree Programme in Business Information Technology

Objectives

The students gain knowledge and skills to
- understand the personal point of view to coaching (coaching philosophy)
- understand eSport as a business
- understand the meaning of physiology and psychology
- build teams and assign roles (team culture, feedback)
- understand rules & requlations
- understand the meaning of statisctics (analysis)

Content

The basic infromation about coaching philosophies
Business models, branding, sponsorships, marketing
Nutrition, training programms, meaning of sleep, excercises, ergonomy, mind control, short and long term goal setting, grouping & personal support
Successful team building. Tools for personal & team development. Meaningful feedback as a tool to perform.
Discipline, agreements, codes of conduct, preparations before tournaments.
Match analysis.
Tools to support virtual coaching.

Time and location

2.9.2023 - 15.12.2024
Live lectures at GamePit Pro (Rajakatu 35), option for online

Teaching methods

Flipped learning, design thinking, project-based learning, online learning

Pre-assignments before lectures, sharing ideas and discussing about your findings.
Learning different aspects of coaching in esports and how to optimize player performance
Working out how to build working bootcamp from the viewpoint of the players

Practical training and working life connections

During the course there will be visiting lecturers from Finnish esport scene

During the course we will also visit a Finnish esports organizations headquarters. You can also do your own research on a specific organization or arrange your own visit to them.

Exam dates and retake possibilities

Final assignment will be due in week 50. 15.12, 23.59

Alternative completion methods

No optional completion methods.

Student workload

5 Credits is planned to take 135 hours of your time. In this the hours are divided as such

Lessons 28 hours
Intensive days 15 hours
Visit to a esport organization 10hours
Assignments (before and after lessons) 62hours
Final assignment 20hours

Content scheduling

The lessons will be held at GamePit Pro, with the option to join via Teams. Lessons will also be recorded.

Three intensive days will be held during November/December.
Intensive days are held at GamePit Pro. There will be compensatory assignment if you are not able to attend.

Final assignment will be due in week 50. 15.12, 23.59

Further information for students

avoin amk 10 paikkaa
Edufutura 10 paikkaa
Campusonline 50 paikkaa
tutkarit 20 paikkaa

Evaluation scale

Pass/Fail

Evaluation criteria, satisfactory (1-2)

Sufficient (1):Student completes all required tasks but demontrates only little understanding of the key topics covered through materials created and reflection.
The portfolio is not well prepared. The online activity does not add much value to peer students.

Satisfactory (2) Student demonstrates some understanding of the key elements and has all tasks completed, primarily in time. There may be some flaws with content and formatting not demonstrating a deep understanding of the topics covered.

Evaluation criteria, good (3-4)

Good (3) Student demonstrates understanding of the main coaching processes and methods and the outcome of mandatory tasks is of a reasonable standard. There may be some lacks in formatting, finalizing or accuracy of planning, but the research and reflection of the work done demonstrates clear understanding of the key topics covered. All tasks are completed.

Very Good (4): Students performance is primarily exceptional, but in some fields the quality of the work, timely task completion, depth of analysis or research or materials /presentations created lack justification, finalization or content. All tasks are completed and the overall performance is high what comes to materials, presentations and reflection. The coach actively participates in joint online conversations and gives added value to other participants.

Evaluation criteria, excellent (5)

Excellent (5): Student is able to demonstrate a capability in coaching and managing a eSport game team in an autonomous manner. The portfolio show analytical skills and personal growth in terms of understanding the meaning and effect of coaching and skills required to implement it successfully. All plans (including training and business plans) are created based on thorough research and are well justified. The portfolio contains deep analysis and reflection (personal input to the topic) for all covered topics. All mandatory tasks are completed in time with a high quality standards by structure, referencing, content, outlook and presentation. Online activities are found to be useful by the peers.

Prerequisites

Participant is required to have a team or an individual gamer to coach.

Enrollment

13.01.2023 - 15.02.2023

Timing

01.02.2023 - 18.05.2023

Number of ECTS credits allocated

5 op

Mode of delivery

Face-to-face

Unit

School of Business

Campus

Main Campus

Teaching languages
  • English
Seats

0 - 50

Degree programmes
  • Bachelor's Degree Programme in Business Information Technology
Teachers
  • Tuomas Rauhansalo
  • Perttu Leppä
  • Nico Ilkanheimo
Groups
  • HTG22S1
    Bachelor's Degree Programme in Business Information Technology
  • HTK21S1
    Tietojenkäsittely (AMK)
  • ZJA23KI
    Avoin AMK, tiko
  • HTG21S1
    Bachelor's Degree Programme in Business Information Technology
  • HTK22S1
    Tietojenkäsittely (AMK)
  • HTK18S1
    Tietojenkäsittely
  • HTK17S1
    Tietojenkäsittely
  • ZJK23KI
    Korkeakoulujen välinen yhteistyö, TIKO
  • HTK19S1
    Tietojenkäsittely
  • HTK20S1
    Tietojenkäsittely
  • HTG20S1
    Bachelor's Degree Programme in Business Information Technology

Objectives

The students gain knowledge and skills to
- understand the personal point of view to coaching (coaching philosophy)
- understand eSport as a business
- understand the meaning of physiology and psychology
- build teams and assign roles (team culture, feedback)
- understand rules & requlations
- understand the meaning of statisctics (analysis)

Content

The basic infromation about coaching philosophies
Business models, branding, sponsorships, marketing
Nutrition, training programms, meaning of sleep, excercises, ergonomy, mind control, short and long term goal setting, grouping & personal support
Successful team building. Tools for personal & team development. Meaningful feedback as a tool to perform.
Discipline, agreements, codes of conduct, preparations before tournaments.
Match analysis.
Tools to support virtual coaching.

Time and location

21.2.2023 - 14.5.2023
Online in teams
Intensive days in Gamepit pro (Rajakatu 35, AP 05) (Can be done in compensatory assignments)

Teaching methods

Flipped learning, design thinking, project-based learning, online learning

Pre assignments before lectures, sharing ideas and discussing about your findings.
Thinking different roles in esport organisation as you would be freelancer and the organisation is your client.
Working out how to build working bootcamp from the viewpoint of the organisation
Online meetings
Live intensive days or compensatory assignement

Practical training and working life connections

During the course there will be visiting lecturers from Finnish esport organizations

During the course we will also visit one of the Finnish esport organizations headquarters. You can also do your own research on a specific organization or arrange your own visit to them.

Exam dates and retake possibilities

Final assignment will be due in (week 19). 14.5, 23.59

Alternative completion methods

No optional completion methods.

Student workload

5 Credits is planned to take 135 hours of your time. In this the hours are divided as such

Lessons 14hours
Intensive days 32hours
Visit to a esport organization 10hours
Assignments (before and after lessons) 59hours
Final assignment 20hours

Content scheduling

The lessons will be held in teams and will be recorded. Every Tuesday 16:30-18:00 (expect intensive days)

Intensive days will be on Tuesdays 7.3. (week 10), 21.3.(week 12), 4.4. (week 14) and 18.4 (week 16)
Intensive days are held at Gamepit Jyväskylä 10.00-15.00. There will be compensatory assignment if you are not able to attend

Final assignment will be due in (week 19). 14.5, 23.59

Evaluation scale

Pass/Fail

Evaluation criteria, satisfactory (1-2)

Sufficient (1):Student completes all required tasks but demontrates only little understanding of the key topics covered through materials created and reflection.
The portfolio is not well prepared. The online activity does not add much value to peer students.

Satisfactory (2) Student demonstrates some understanding of the key elements and has all tasks completed, primarily in time. There may be some flaws with content and formatting not demonstrating a deep understanding of the topics covered.

Evaluation criteria, good (3-4)

Good (3) Student demonstrates understanding of the main coaching processes and methods and the outcome of mandatory tasks is of a reasonable standard. There may be some lacks in formatting, finalizing or accuracy of planning, but the research and reflection of the work done demonstrates clear understanding of the key topics covered. All tasks are completed.

Very Good (4): Students performance is primarily exceptional, but in some fields the quality of the work, timely task completion, depth of analysis or research or materials /presentations created lack justification, finalization or content. All tasks are completed and the overall performance is high what comes to materials, presentations and reflection. The coach actively participates in joint online conversations and gives added value to other participants.

Evaluation criteria, excellent (5)

Excellent (5): Student is able to demonstrate a capability in coaching and managing a eSport game team in an autonomous manner. The portfolio show analytical skills and personal growth in terms of understanding the meaning and effect of coaching and skills required to implement it successfully. All plans (including training and business plans) are created based on thorough research and are well justified. The portfolio contains deep analysis and reflection (personal input to the topic) for all covered topics. All mandatory tasks are completed in time with a high quality standards by structure, referencing, content, outlook and presentation. Online activities are found to be useful by the peers.

Prerequisites

Participant is required to have a team or an individual gamer to coach.