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
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
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
-
VAPVAL2024VAPVAL2024
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
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
-
VAPVAL2023VAPVAL2023
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
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
-
VAPVAL2022VAPVAL2022
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