Course details

Sports Science

Year level

9–10

Duration

1–4 hours

Level

Intermediate

Max students

30

Course details

Sports Science

INDUSTRY FOCUS AREA: Sports Science, Exercise and Health sciences
VICTORIAN CURRICULUM LINKS: Health and Physical Education, Digital Systems
TECHNOLOGY USED: Jump mats, speed gates, motion analysis, virtual reality sets and iPads

Introduction
The impact of advancing technology and innovation is changing how we train and play sport. In this program, students will explore how science and technology are impacting the sports and fitness industries. Through hands on activities, students will experience new ways to exercise and assess performance and understand the impact of new and developing technology on sport and exercise.

Program Summary
Students will explore how science and technology are impacting the sports and fitness industries. Through hands on activities, students will experience new ways to exercise and assess performance and understand the impact of new and developing technology on sport and exercise. This program is designed as an introduction to new technologies relating to sport and exercise, and to increase awareness of careers in Sports Science.

Taking part in this program, students will collaboratively:

  • Students will use sensors to assess speed and jump height
  • Test cardiorespiratory fitness using clinical VO2 max testing equipment
  • Experience motion capture technology with the Xsens suit
  • Complete a workout in virtual reality

 

Career Links:
Health Professionals, Sports Scientists, Exercise Professionals, Data Analysts, Sport Technologists.