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Sport and Physical Condition in Esports

Code: TESPJE004    Acronym: DCFE
Scientific Area: Sport

Occurrence: 2023/24 - 1S

Teaching Area: Curso Técnico Superior Profissional em Jogos Eletrónicos e Competições Desportivas Digitais

Courses

Acronym Nº de Estudantes Plano de Estudos Academic Year Credits Horas Contacto Total Hours
TESPJE 5 Jogos Eletrónicos e Competições Desportivas Digita 6 60 150

Hours Actually Taught

TESP_JECDD

Theoretical and Practical: 54,00
Ensino Prático e Laboratorial: 0,00

Teaching - Weekly Hours

Theoretical and Practical: 2,00
Ensino Prático e Laboratorial: 2,00

Type Teacher Classes Hours
Theoretical and Practical Totals 1 2,00
Cristiana Isabel André Mercê - ESD   0,00
Diana Alexandra Martinho da Silva Torres   0,00
Pedro Jorge Richheimer Marta de Sequeira - ESD   0,00
Vítor Hugo Nunes Padinha - ESD   0,00
Ensino Prático e Laboratorial Totals 1 2,00
Cristiana Isabel André Mercê - ESD   0,00
Diana Alexandra Martinho da Silva Torres   0,00
Pedro Jorge Richheimer Marta de Sequeira - ESD   0,00
Vítor Hugo Nunes Padinha - ESD   0,00

Teaching - Responsabilities

Teacher Responsabilidade
Cristiana Isabel André Mercê - ESD Responsável
Pedro Jorge Richheimer Marta de Sequeira - ESD Responsável

Learning outcomes of the curricular unit (knowledge, skills and competences to be developed by the students)

1. To know and be able to apply pre-exercise and fitness assessment in the apparently healthy adult population.
2. Know the general recommendations for physical activity in the apparently healthy adult population
3. Know the concept of sedentary time and its impact on health
4. Know and be able to apply the guidelines for prescribing exercise for the apparently healthy adult population, both in an individual and group context.
5. Know how to use sport to improve the physical condition and relational skills of gamers
6. Know and be able to use instruments to monitor physical activity and sedentary time
7. Know and apply strategies to break up sedentary time in gamers
8. Identify the main postural characteristics and musculoskeletal injuries associated with gamers
9. Know and apply strategies to minimise musculoskeletal injuries

Syllabus

I. Pre-exercise and fitness assessment

1. Basic theoretical foundations
2. Pre-exercise assessment
3. Fitness assessment
4. Use of technological tools (e.g., apps) in pre-exercise assessment

II. Exercise prescription

1. Physical activity recommendations for the apparently healthy adult population
2. Guidelines for prescribing exercise for the apparently healthy adult population
3. Team sports (team games) and fitness disciplines in the prescription of exercise for the apparently healthy adult population:
3.1 Developing and improving physical abilities
3.2 Developing and improving relational skills
4. Use of technological tools (e.g., apps) to break up sedentary time and increase physical activity and exercise

III. Postural characteristics and musculoskeletal injuries in gamers

1. Basic theoretical foundations
2. Postural characteristics and common musculoskeletal injuries in gamers

Demonstration of the syllabus coherence with the curricular unit's learning objectives

Learning objective 1 will be achieved through programme contents I-1, I-2, I-3, I-4; objective 2 through content II-1; objective 3 through content I-1; objective 4 through content II-1, II-2, II-3 and II-4; objective 5 through content II-2, II-3 and II-4; objective 6 through content II-4; objective 7 through content II-1, II-2, II-3 and II-4; objective 8 through content III-2; objective 9 through content III-1 and III-2.

Teaching methodologies (including evaluation)

Various teaching methodologies are used, including: i) the expository method and more active learning methods such as ii) questioning, iii) guided discovery, iv) analysis, reflection and group discussion, v) practical experimentation with the contents/modalities and vi) simulation (role play).

Assessment model:
Final mark = individual research work (25%) + presentation of work (25%) + individual practical work (50%)
This assessment model applies to continuous assessment and assessment by exam.
Students in special situations must fulfil the same assessment elements.


Demonstration of the coherence between the teaching methodologies and the learning outcomes

Expository methods will be used, interspersed with questioning and guided discovery strategies, to allow in-depth mastery of the content. Classes will include practical situations that will consolidate learning.
In order to better achieve the defined objectives, all teaching methodologies will be applied to all programme contents.

Bibliography (Mandatory resources)

Bompa, T. O., & Buzzichelli, C. (2018). Periodization: Theory and Methodology of Training: Human Kinetics.
Emara, A. K., Ng, M. K., Cruickshank, J. A., Kampert, M. W., Piuzzi, N. S., Schaffer, J. L., & King, D. (2020). Gamer's Health Guide: Optimizing Performance, Recognizing Hazards, and Promoting Wellness in Esports. Current Sports Medicine Reports, 19(12), 537-545. doi:10.1249/jsr.0000000000000787
Ketelhut, S., Martin-Niedecken, A. L., Zimmermann, P., & Nigg, C. R. (2021). Physical Activity and Health Promotion in Esports and Gaming¿Discussing Unique Opportunities for an Unprecedented Cultural Phenomenon. Frontiers in Sports and Active Living, 3. doi:10.3389/fspor.2021.693700
Tholl, C., Bickmann, P., Wechsler, K., Froböse, I., & Grieben, C. (2022). Musculoskeletal disorders in video gamers ¿ a systematic review. BMC Musculoskeletal Disorders, 23(1). doi:10.1186/s12891-022-05614-0

Observations

In the event of a pandemic, lectures may be replaced by distance learning via the Zoom, Ms Teams, Moodle, Onedrive and WhatsApp platforms. Assessment elements may also be readjusted, communicated to students in good time, in order to comply with hygiene and safety rules (e.g. presentations of assignments and theory tests may be carried out online instead of in person).