AA1S43 - Strategies, Coaching, Competitive Play and Psychology 01 Aug 2022 - 31 Aug 2028 | Version 1

Associated Module Information

Module Code: AA1S43
Module Title: Strategies, Coaching, Competitive Play and Psychology
Faculty: Faculty of Business and Creative Industries
Faculty Group: Games and Design
Faculty Sub Group: Games
Module Leader:
Module Team: Jenna Thomas, Daniel Davies, Clive Prosser, Neil Griffiths, Emma Marshman
First Intended Intake: SEP 2027 Final Year of Intake: 2027
Date Closed:
Credit Value: 20 Credit Level: 4
Language: English
Percentage of Module Taught in Welsh: 0
Equivalent Module:
HECOS codes: 100078 - business and management 101267 - computer games
HECOS Code Weighting: 50 50

Document Version Information

Version 1
Valid From 01 Aug 2022
Valid To 31 Aug 2028

Module Aims

This module covers:
• An introduction to strategies and psychology surrounding coaching and competitive play.
• Develop techniques and effective strategies to improve performance, utilising analysis, reflection and strategy.
• Introduce methods to present meaningful statistics to support coaching methods.
• Build confidence in coaching, supported by practical experience of applying analysis techniques and effective coaching sessions.

Content Summary

This module will provide learners with a basis of theoretical knowledge to form their coaching of players and teams in a professional context.

The psychology of competition, both individually and within a team will be explored and appropriately documented to inform successful instances of coaching in a professional environment.
This will require learners to act professionally in a coaching environment, employing techniques in statistics presentation and analysis, reflection and strategies to improve.
Learners will be expected to coach individuals and small teams in a competitive e gaming context, maintaining a consistent log and analysis of coaching sessions.

This is designed to build learners’ confidence through practical methods in the following areas:
- Communication
- Statistic presentation
- Stats analysis
- Teambuilding
- Strategy

Assessment one will be recorded live coaching sessions for an individual or a small team. It will require appropriate planning beforehand to outline player and game “profiles.

A report will be formed to present statistics in a professional environment.

The coaching sessions will be analysed and evaluated by the candidate and the individuals being coached, culminating in a report detailing these findings and to inform future development in the field.

Guest speakers including staff from other specialisms (sports coaching) in the college will be brought in to deliver specific content to enhance the module experience.

Learning and Teaching Methods

Activity Type Hours
Lecture 12
Seminar 13
Tutorial 1
Independent Study 100
Directed Study 64
Active/Simulation Based 10
Total Hours Selected 200

Learning Outcomes

# Learning Outcome
LO1 Demonstrate an understanding of esports coaching and development in the context of planning and delivering a live coaching session.
LO2 Review the performance of a live coaching session and the impact it had on performance. Consider external feedback as part of your review.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Professional Discussions 1 Performance report. 0 2000 30 No 40
Synchronous Onsite Oral Assessment Presentation (Synchronous Onsite) 1 Recorded coaching session and statistical presentation 20 N/A 70 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Professional Discussions 1
Presentation (Synchronous Onsite) 1

Reading List

Developing Coaching Skills – Sternard D (2021)
Mental Combat – Pierce P (2020)
Esports funding guide – M Fritzen (2019)
Win the Esports Carrer – T Saunders (2021)