Learning outcomes of the curricular unit (knowledge, skills and competences to be developed by the students)
Syllabus
I. Concepts
1. Know the concepts
1.1. Gaming
1.2. Esports
II. History of Gaming and Esports
1. The evolution of gaming and esports over the years
1.1. In Portugal
1.2. In the world
III. Esports and Sport: differences and similarities
1. Esports and Sports
1.1. Sport at the service of esports / Esports at the service of sport
1.2. Myths
IV. Esports and Education
1. The educational value of gaming and esports
1.1. What can you learn to play
1.2. Ethics in Gaming and esports
1.3. Society and community
Teaching methodologies (including evaluation)
The methodology will be centered on the teaching-learning process, ensuring that students' knowledge is improved by confronting the difficulties encountered in solving the tasks proposed in practical classes with the knowledge acquired and discussions organized in classes.
Continuous assessment: student must do individual work (TI), assessment forms (FI) and a research work (TP). Final classification: (TIx0.33) + (TIx0.33) + (TPx0.33). Neither party may receive less than 10 values.
Final assessment through final exam: Theoretical Assessment [AT] + Oral Assessment [AO]. The final rating: ATx0.5) + (AOx0.55)
Students in special situations are covered by what is defined in article 19 of the ESDRM Knowledge and Skills Assessment Regulations.
Demonstration of the coherence between the teaching methodologies and the learning outcomes
The methodology will be centered on the teaching-learning process and will involve theoretical-practical, practical and distance learning classes. It favors face-to-face teaching, ensuring that students' knowledge is improved by confronting the difficulties encountered in resolving the tasks proposed in practical classes with the knowledge acquired and discussions organized in classes and in the discussion forum (mediatized distance learning).
Bibliography (Mandatory resources)
Chaloner, P. (2020). This Is Esports (And How to Spell It): An Insider¿s Guide to the World of Pro Gaming. Bloomsbury Sport.
Richard, P. (2020). Esports in Education: Exploring Educational Value in Esports Clubs, Tournaments and Live Video Productions. Kindle.
Sequeira. & Lopes, A.(2022). Jogos eletrónicos - bons, maus ou vilões?. In Mitos vs. Factos no Desporto, Educação Física, Exercício e Saúde. Lisboa, Portugal: CIDEFES, ULHT.
Sequeira, P. (2020). Os esports: realidade e desafios. In e-Sports: o desporto em mudança?, 69-78. Portugal: Lisboa: Visão e Contextos.