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Mental Conditioning and PsychologyLaajuus (2 cr)

Code: EU00CE51

Credits

2 op

Teaching language

  • English

Objective

The student attains a better understanding of the concepts behind mental conditioning and psychology, as well as their relation to the industry of Esports. Furthermore, participants will know the importance of mentality, regarding growth in the player’s game performance, and career.

Content

General Definitions
Mental Conditioning
Psychology in Esport

Assessment criteria, excellent (5)

• demonstrates ability to analyze, compare, combine, and select information and present alternative practices
• demonstrate ability to analyze, reflect upon and critically assess competence and practices of the professional field using acquired knowledge
• demonstrate ability to work independently, responsibly, with initiative and flexibly in an Esports learning and operational environment

Assessment criteria, good (3)

• demonstrate ability to systematically use the concepts learned in this course
• able to name, describe and give reasons for basic knowledge of the concepts learned in this course
• ability to select appropriate practices based on acquired knowledge and instructions
• ability to apply techniques and concepts learned under minimal guidance

Assessment criteria, satisfactory (1)

• ability to identify the main/individual concepts learned in the course
• ability to work in an appropriate manner, though some uncertainty may be evident in the work
• ability to work appropriately under more guidance and supervision in different learning and operating environments of Esports

en
Enrollment

01.01.2025 - 30.11.2025

Timing

01.01.2025 - 31.12.2025

Number of ECTS credits allocated

2 op

Mode of delivery

Contact teaching

Teaching languages
  • English

Objective

The student attains a better understanding of the concepts behind mental conditioning and psychology, as well as their relation to the industry of Esports. Furthermore, participants will know the importance of mentality, regarding growth in the player’s game performance, and career.

Content

General Definitions
Mental Conditioning
Psychology in Esport

Evaluation scale

0 - 5

Assessment criteria, excellent (5)

• demonstrates ability to analyze, compare, combine, and select information and present alternative practices
• demonstrate ability to analyze, reflect upon and critically assess competence and practices of the professional field using acquired knowledge
• demonstrate ability to work independently, responsibly, with initiative and flexibly in an Esports learning and operational environment

Assessment criteria, good (3)

• demonstrate ability to systematically use the concepts learned in this course
• able to name, describe and give reasons for basic knowledge of the concepts learned in this course
• ability to select appropriate practices based on acquired knowledge and instructions
• ability to apply techniques and concepts learned under minimal guidance

Assessment criteria, satisfactory (1)

• ability to identify the main/individual concepts learned in the course
• ability to work in an appropriate manner, though some uncertainty may be evident in the work
• ability to work appropriately under more guidance and supervision in different learning and operating environments of Esports

Prerequisites

No prior knowledge required

en
Enrollment

22.03.2024 - 31.12.2024

Timing

01.01.2024 - 31.12.2024

Number of ECTS credits allocated

2 op

Mode of delivery

Contact teaching

Unit

Business

Teaching languages
  • English
Groups
  • VAPVAL2024
    VAPVAL2024

Objective

The student attains a better understanding of the concepts behind mental conditioning and psychology, as well as their relation to the industry of Esports. Furthermore, participants will know the importance of mentality, regarding growth in the player’s game performance, and career.

Content

General Definitions
Mental Conditioning
Psychology in Esport

Evaluation scale

0 - 5

Assessment criteria, excellent (5)

• demonstrates ability to analyze, compare, combine, and select information and present alternative practices
• demonstrate ability to analyze, reflect upon and critically assess competence and practices of the professional field using acquired knowledge
• demonstrate ability to work independently, responsibly, with initiative and flexibly in an Esports learning and operational environment

Assessment criteria, good (3)

• demonstrate ability to systematically use the concepts learned in this course
• able to name, describe and give reasons for basic knowledge of the concepts learned in this course
• ability to select appropriate practices based on acquired knowledge and instructions
• ability to apply techniques and concepts learned under minimal guidance

Assessment criteria, satisfactory (1)

• ability to identify the main/individual concepts learned in the course
• ability to work in an appropriate manner, though some uncertainty may be evident in the work
• ability to work appropriately under more guidance and supervision in different learning and operating environments of Esports

Prerequisites

No prior knowledge required

en
Enrollment

01.01.2023 - 31.12.2023

Timing

01.01.2023 - 31.12.2023

Number of ECTS credits allocated

2 op

Virtual portion

2 op

Mode of delivery

Distance learning

Unit

Business

Teaching languages
  • English
Teachers
  • Janus Pitkänen
Groups
  • VAPVAL2023
    VAPVAL2023

Objective

The student attains a better understanding of the concepts behind mental conditioning and psychology, as well as their relation to the industry of Esports. Furthermore, participants will know the importance of mentality, regarding growth in the player’s game performance, and career.

Content

General Definitions
Mental Conditioning
Psychology in Esport

Location and time

Independently at your own convenient times

Materials

All the study materials are present in DevMoodle.

Teaching methods

Fully online independent course in DevMoodle environment. Key: EsportsWelcome

Exam schedules

Exams can be taken at any convenient time for the participant.

Student workload

2 credits equal to 70 hours of student's work.

Evaluation scale

0 - 5

Assessment criteria, excellent (5)

• demonstrates ability to analyze, compare, combine, and select information and present alternative practices
• demonstrate ability to analyze, reflect upon and critically assess competence and practices of the professional field using acquired knowledge
• demonstrate ability to work independently, responsibly, with initiative and flexibly in an Esports learning and operational environment

Assessment criteria, good (3)

• demonstrate ability to systematically use the concepts learned in this course
• able to name, describe and give reasons for basic knowledge of the concepts learned in this course
• ability to select appropriate practices based on acquired knowledge and instructions
• ability to apply techniques and concepts learned under minimal guidance

Assessment criteria, satisfactory (1)

• ability to identify the main/individual concepts learned in the course
• ability to work in an appropriate manner, though some uncertainty may be evident in the work
• ability to work appropriately under more guidance and supervision in different learning and operating environments of Esports

Assessment methods and criteria

Evaluate according to points accumulated from quizzes throughout the course. More detailed explanation can be found in DevMoodle.

Prerequisites

No prior knowledge required

en
Enrollment

01.04.2022 - 31.12.2022

Timing

01.05.2022 - 31.12.2022

Number of ECTS credits allocated

2 op

Virtual portion

2 op

Mode of delivery

Distance learning

Unit

Business

Teaching languages
  • English
Teachers
  • Janus Pitkänen
Groups
  • VAPVAL2022
    VAPVAL2022

Objective

The student attains a better understanding of the concepts behind mental conditioning and psychology, as well as their relation to the industry of Esports. Furthermore, participants will know the importance of mentality, regarding growth in the player’s game performance, and career.

Content

General Definitions
Mental Conditioning
Psychology in Esport

Evaluation scale

0 - 5

Assessment criteria, excellent (5)

• demonstrates ability to analyze, compare, combine, and select information and present alternative practices
• demonstrate ability to analyze, reflect upon and critically assess competence and practices of the professional field using acquired knowledge
• demonstrate ability to work independently, responsibly, with initiative and flexibly in an Esports learning and operational environment

Assessment criteria, good (3)

• demonstrate ability to systematically use the concepts learned in this course
• able to name, describe and give reasons for basic knowledge of the concepts learned in this course
• ability to select appropriate practices based on acquired knowledge and instructions
• ability to apply techniques and concepts learned under minimal guidance

Assessment criteria, satisfactory (1)

• ability to identify the main/individual concepts learned in the course
• ability to work in an appropriate manner, though some uncertainty may be evident in the work
• ability to work appropriately under more guidance and supervision in different learning and operating environments of Esports

Prerequisites

No prior knowledge required