The course is connected to the following study programs

Teaching language

English

Recommended prerequisites

First year of Bachelor's programme in Academic Esports, or first year of Bachelor's programme in Sports and Exercises Science

Course contents

The main purpose of the course is to provide the student with insight and experience in practical work relevant to the study programme. Throughout the course, students will be engaged in practical work within a chosen organisation related to sports and/or esports. Students will apply knowledge derived from the study programme (e.g. coaching/leadership, group dynamics, technology in sports, and athlete development, well-being and performance) at the individual, group, and/or organisational levels.

Learning outcomes

On successful completion of the course, the students should be able to:

  • Understand how sports (i.e., electronic and traditional/conventional) teams, clubs and organisations function in practice

  • Evaluate existing practices in teams/clubs/organisations in light of research-based knowledge

  • Apply research-based knowledge in work with clubs/teams/organisations

  • Contribute to the development of established practices through innovation work

  • Reflect on and evaluate their own practices in coaching and leadership work

  • Reflect on the importance of voluntarism in sports and e-sport ecosystems.

Examination requirements

Active participation in mandatory lectures and completing mandatory tasks. Practice participation as defined by course coordinator (s) is mandatory and must be approved.

See details in Canvas.

Teaching methods

The course is centred around practice, but will also include lectures, seminars, and presentations. Opportunities for practice work will be presented by the coordinator of the course, and the work is typically located in the Kristiansand/Agder region. The students may find their own practice place, which must be approved by the coordinator of the course before the start of the practice period. Practice can be conducted internally (e.g. in the e-sports lab at the university) or externally (e.g. in sport organisation/sports clubs).

Expected student workload for the average student is 270 hours.

Evaluation

The study program manager, in consultation with the student representative, decides the method of evaluation and whether the courses will have a midterm- or end of term evaluation, see also the Quality System, section 4.1. Information about evaluation method for the course will be posted on Canvas.

Assessment methods and criteria

Written report based on experiences from practical work.
Graded as pass/fail.

See details in Canvas.

Last updated from FS (Common Student System) July 18, 2024 3:04:56 AM