Learning outcomes of the curricular unit (knowledge, skills and competences to be developed by the students)
1. Develop skills in planning and organizing training and competition sessions in esports.
2. Understand the factors that influence players' performance in competitive environments.
3. Learn to identify and apply the most appropriate strategies and tactics in different game scenarios.
4. Develop leadership and team management skills of esports players
Syllabus
I. Planning - training
1. Training sessions
1.1. Defining the purposes, goals and objectives of training
1.2. Identification of players' strengths and weaknesses
1.3. Selection of the most appropriate game strategies and tactics
II. Planning - competitions
1. Competition
1.1. Player/team preparation for competitions
1.2. Pressure and stress management in competitions
1.3. Analysis of games and opponents
III. Leadership and management of esports teams
1. Communication and leadership in esports
1.1. Effective communication with the team
1.2. Development of leadership styles
1.3. Conflict management and problem resolution
IV. Physical and mental work
1. Esports-specific training
1.1. Suitable physical training for esports players
1.2. Strategies to avoid injuries and fatigue
1.3. Meditation and relaxation techniques to improve mental performance
Demonstration of the syllabus coherence with the curricular unit's learning objectives
Mastery of knowledge of the principles, assumptions and concepts associated with planning in Gaming and Esports. Know the differences between training and competition in terms of planning.
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 a Planning (P), evaluation forms (FI) and a research work (TP). Final classification: (Px0.5) + (FIx0.25) + (TPx0.25). Neither party may receive less than 10 values.
Final assessment through final exam: Theoretical Assessment [AT] + Oral Assessment [AO]. The final rating: ATx0.5) + (AOx0.5).
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)
Hjelte, M., et al. (2016). Esports in Education. Entertainment Computing, 16, 1-4.
Johnson, C. (2018). The Esports Athlete: Understanding the Training and Practice of a New Generation of Athletes. Strength and Conditioning Journal, 40(2), 97-102.
Kuzmanovic, B., et al. (2018). Enhancing Esports Performance Through Flow Experience: A Systematic Review. International Journal of Gaming and Computer-Mediated Simulations, 10(3), 20-36.