The courses Programming 1 and Technology in Sports must be taken in parallel with or before this course.
Learning outcomes
On successful completion of the course, the students should be able to:
Understand how drones are or can be used in E-sport
Understand basic functionality of drones and their use in other fields
Use drones both as game elements and as tools for industry
Have a basic knowledge of software related to the use of drones
Contents
Many people are familiar with regular computer games and competitions connected to them. What fewer people know is that the use of drones and other remotely operated vehicles are also part of the E-sports realm.
This course will introduce the students to remote operated vehicles and how they are used both in an E-sports context as well as tools for different industries. They will also be given an introduction in how to operate drones as well as be introduced to software connected to them.
Teaching and learning methods
The course is taught as a combination of lectures, flipped classroom, discussions, and assignments. The students will also be presented with relevant cases that will be discussed.
Tasks will be presented to cover all modules of the course.
Expected workload for the average student is 135 hours.
Examinations
Project work done in groups. The evaluation will be conducted as an oral examination. Graded, individual assessment.
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.