Use of Technology in Sports

Sport Project• 10 Day • €80

Preparation

  • Once accepted to the course, participants will be directed to an online platform where they will have access to basic information, articles, videos, technology demonstrations and other resources on sports technologies, performance analysis, wearable technologies, data analytics, biomechanics and related topics.
  • Participants will be sent a guide and a list of resources providing information on different technologies and software used in sport.
  • Prior to the course, an online meeting will be held with the participants to discuss the course program, expectations, use of the online platform and other logistical information.

Course Description

This course aims to introduce coaches, trainers, coaches, sports teachers, educators, sports club managers and all professionals working in the field of sports to the technologies used in sports (performance analysis software, wearable technologies, etc.) and how they can benefit athletes and coaches. The course will provide detailed information and practical applications on topics such as performance analysis software, wearable technologies (smart watches, activity trackers, etc.), data analytics, biomechanics, virtual reality (VR) and augmented reality (AR) applications, sports equipment technologies, e-sports and technology.

Objectives of the Course

  • To recognize and understand different technologies used in sports.
  • To evaluate and improve athlete performance using performance analysis software.
  • To learn the use of wearable technologies in sports and training processes.
  • To use data analytics techniques to analyze and interpret sport data.
  • Understand the principles of biomechanics and use them to analyze sports techniques.
  • Explore the potential of virtual reality (VR) and augmented reality (AR) applications in sport.
  • To learn about sports equipment technologies and innovative sports equipment.
  • To gain awareness about the development and effects of e-sports and technology.
  • To improve performance by integrating technology into sport and training processes.

Methodology

  • Interactive presentations and discussions
  • Group work and technology demonstrations
  • Use of performance analysis software and wearable technologies
  • Data analytics and visualization applications
  • Biomechanical analysis and case studies
  • Experience VR/AR applications
  • Sports equipment technologies review
  • E-sports and gaming analytics
  • Expert guest talks (sports scientists, technologists, e-sports coaches, etc.)
  • Online forums and discussion groups
  • Peer learning and feedback

Learning Outcomes

At the end of the course;

  • Will be able to recognize and understand different technologies used in sports.
  • Will be able to evaluate and improve athlete performance using performance analysis software.
  • Will be able to learn the use of wearable technologies in sport and training processes.
  • Will be able to use data analytics techniques to analyze and interpret sport data.
  • Understand the principles of biomechanics and use them to analyze sport techniques.
  • Evaluate the potential of virtual reality (VR) and augmented reality (AR) applications in sport.
  • Have knowledge about sports equipment technologies and innovative sports equipment.
  • They will gain awareness about the development and effects of e-sports and technology.
  • Improve performance by integrating technology into sport and training processes.

Following

  • Participants will complete an online evaluation questionnaire at the end of the course and provide feedback on the effectiveness of the course.
  • After the course, participants will be able to stay in contact with each other and the trainers through the online platform, share their experiences and receive support.
  • Participants will apply the acquired knowledge and skills in their own field of work and will be encouraged to follow and apply the developments in the field of sport and technology.

Daily schedule of training activities:

Day 1
Welcome and introduction
Introduction to Technology Use in Sport: History and Development
The place and importance of technology in sports
Activity: Watching and discussing videos about technology in sports
Day 2
Performance Analysis Software: Athlete Monitoring and Evaluation
Video analysis, statistical analysis and data visualization
Activity: Using performance analysis software and data analysis applications
Day 3
Wearable Technologies: Smartwatches, Activity Trackers and Apps
Training tracking, performance measurement and health data analysis
Event: Wearable technology devices review and usage demonstrations
Day 4
Data Analytics: Deriving Meaningful Insights from Sport Data
Data collection, processing, analysis and interpretation techniques
Event Sports data analysis and visualization
Day 5
Biomechanics Motion Analysis and Performance Optimization
Kinematic, kinetic and anthropometric measurements
Activity: Biomechanical analysis examples and case studies
Day 6
Virtual Reality (VR) and Augmented Reality (AR) Applications
Training simulations, competition preparation and rehabilitation
Event: Experiencing VR/AR applications and discussing potential use cases
Day 7
Sports Equipment Technologies: Innovative Materials and Design
Performance enhancing equipment and injury prevention
Event: New generation sports equipment review and technology trends
Day 8
E-Sports: Digital Sport and the Role of Technology
E-sports branches, training methods and technological infrastructure
Event: E-sports games analysis and e-sports industry discussion
Day 9
Technology Ethics and Fair Play in Sports
Ethical problems created by technology in sports and solution suggestions
Event: Discussion on fair use of technology in sport and doping
Day 10
Course evaluation and closing
Certificate ceremony and farewell
Activity: Feedback collection and future plans

Target Audience

This course is suitable for coaches, coaches, sports teachers, trainers, educators, sports club managers and all professionals working or willing to work in the field of sport and technology in the Erasmus+ Sport area.