Esports Coaching (5 cr)
Code: HTP20840-3003
General information
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
-
HTG22S1Bachelor's Degree Programme in Business Information Technology
-
HTK21S1Tietojenkäsittely (AMK)
-
ZJA23KIAvoin AMK, tiko
-
HTG21S1Bachelor's Degree Programme in Business Information Technology
-
HTK22S1Tietojenkäsittely (AMK)
-
HTK18S1Tietojenkäsittely
-
HTK17S1Tietojenkäsittely
-
ZJK23KIKorkeakoulujen välinen yhteistyö, TIKO
-
HTK19S1Tietojenkäsittely
-
HTK20S1Tietojenkäsittely
-
HTG20S1Bachelor'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.