MM-111 E-sports 1 - Practice (Autumn 2026)
- ECTS Credits:
- 10
- Responsible department:
- Faculty of Engineering and Science
- Course Leader:
- Mark Charles Heckford
- Lecture Semester:
- Autumn
- Teaching language:
- English
- Duration:
- ½ year
Table of contents
The course is connected to the following study programs
Teaching language
English
Learning outcomes
On successful completion of the course, the students should:
- Have an understanding of esports in general and knowledge regarding the most played games.
- Be aware of ethical issues connected to esports and sports.
- Understand the basics on how to compete in games and arrange competitions/tournaments.
- Understand what a metagame is and where to find suitable resources for training and learning about games.
- Be able to document gameplay training and use mathematics and statistical data to inform training and gameplay decision making.
- Have a basic understanding of computer systems, data and tools used for esports and education
- Learn the basics of academic writing, including source citation, tone of voice, formalities and evidence-based process.
- Learn how to use reflective writing as part of the learning process.
- Gain hands-on event experience and learn how to use esports for societal good, by running a charity fundraising event as a class.
Contents
This course is the first of five practice courses, all of which have a practical focus. The main focus in this course is to establish a basic knowledge of different esports games and how to utilize them in different contexts, such as training, running tournaments or hosting events. One of the most important elements in esports is understanding the games themselves. This course will primarily revolve around that aspect and gives students hands-on experience with a range of esports titles across different genres. However, it is also important to understand the connectivity of transferable future skills that can be gained from playing and using esports games in an educational context. This course begins to demonstrate this through practice and application of esports into specific learning focus areas that these skills are developed, and this foundation will continue to be built upon in future practice courses. Many tasks in this course will connect to the other courses in the semester and provide a practical context for students to apply their theoretical knowledge.
Teaching and learning methods
The course will be divided into different modules, most with a practical focus. Tasks will often be practical in nature and the course will also include practice sessions and introductory tutoring sessions in different esports games. Due to the practical nature of the course, there is an 80% attendance requirement for the practical workshops and group based learning activities. Expected workload for the average student is 270 hours.
Examination requirements
All modules have to be completed and approved. An overview of all tasks will be presented in Canvas.
Examinations
Individual home exam. Graded pass/fail.
Student 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.
Reduction of Credits
This course’s contents overlap with the following courses. A reduction of credits will occur if one of these courses is taken in addition:
| Course | Reduction of Credits |
|---|---|
| MM-907 – E-sports 1 - Practice. | 10 |
Last updated from FS (Felles studentsystem)
Oct. 15, 2026 8:01:28 AM