Module Details

Module Code: SPRT6017
Title: IT for the Leisure Industry
Long Title: IT for the Leisure Industry
NFQ Level: Fundamental
Valid From: Semester 1 - 2022/23 ( September 2022 )
Duration: 1 Semester
Credits: 5
Field of Study: 8130 - Sports and Recreation
Module Delivered in: 2 programme(s)
Module Description: This module introduces students to various aspects of technology used for the assessment and development of performance in sport, with a particular emphasis on creative technology and innovative solutions. The module will also engage students in a design-thinking project, focusing on the development of creative and innovative solutions to real-world technology in sport.
 
Learning Outcomes
On successful completion of this module the learner will be able to:
# Learning Outcome Description
LO1 Utilise the Microsoft Office suite to a proficient level for work in, and support of, the sport and leisure sector.
LO2 Identify and explore the use of existing and creative technological innovations and solutions in the sports industry.
LO3 Compare and contrast various technological platforms and software packages to inform evaluation and development of sport performance.
LO4 Apply a design thinking approach to creative and innovative technology solutions for assessment and development in the sport and leisure industry.
Dependencies
Module Recommendations

This is prior learning (or a practical skill) that is strongly recommended before enrolment in this module. You may enrol in this module if you have not acquired the recommended learning but you will have considerable difficulty in passing (i.e. achieving the learning outcomes of) the module. While the prior learning is expressed as named MTU module(s) it also allows for learning (in another module or modules) which is equivalent to the learning specified in the named module(s).

Incompatible Modules
These are modules which have learning outcomes that are too similar to the learning outcomes of this module. You may not earn additional credit for the same learning and therefore you may not enrol in this module if you have successfully completed any modules in the incompatible list.
No incompatible modules listed
Co-requisite Modules
No Co-requisite modules listed
Requirements

This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed. You may not enrol on this module if you have not acquired the learning specified in this section.

No requirements listed
 
Indicative Content
Computer Applications
Proficiency in Microsoft Office suite of Word, Excel, PowerPoint, Publisher and Outlook.
Data Collection and Transmission
Capacity to manage sport performance data based on the advance and availability of both hardware and software technologies. Covering electronic performance and tracking systems, data acquisition and real-time feedback.
Sport Technology
Exploration of the use of technology within sport, and how professional sport teams engage in the use of electronic performance and tracking systems. A structured examination of these technologies will be conducted and how they are used in a team sport setting.
Innovative Technology
Provide an overview of novel sports innovation, technology and research, and design projects. Assessing the trends and application of technology for health and wellbeing in athletes and the general public.
Design Thinking
Design Thinking is a structured methodology for developing solutions that meet the needs of the user. It is a mindset that combines creative and analytical thinking, with the purpose of creating a better world through human-centred design. The iterative process has a 5-step model; empathy, define, ideate, prototype, test.
Module Content & Assessment
Assessment Breakdown%
Coursework100.00%

Assessments

Coursework
Assessment Type Practical/Skills Evaluation % of Total Mark 20
Timing Week 6 Learning Outcomes 1,2
Assessment Description
Practical Lab Assessment on Microsoft Excel through database management and generating reports from sport technology.
Assessment Type Short Answer Questions % of Total Mark 20
Timing Week 10 Learning Outcomes 2,3
Assessment Description
Short answer question assessment on the innovation and practical application of of technology for sport.
Assessment Type Project % of Total Mark 60
Timing Week 13 Learning Outcomes 2,3,4
Assessment Description
Action learning task through a creative design thinking project culminating in group presentations on real-world problems.
No End of Module Formal Examination
Reassessment Requirement
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.

The University reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Lecture Contact Lecture-based theory class Every Week 1.00 1
Lab Contact Practical application of computer programmes and software. Every Week 2.00 2
Independent & Directed Learning (Non-contact) Non Contact Self-directed learning and practice of computer programmes. Every Week 4.00 4
Total Hours 7.00
Total Weekly Learner Workload 7.00
Total Weekly Contact Hours 3.00
Workload: Part Time
Workload Type Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Lecture Contact Lecture-based theory class Every Week 1.00 1
Lab Contact Practical application of computer programmes and software. Every Week 2.00 2
Independent & Directed Learning (Non-contact) Non Contact Self-directed learning and practice of computer programmes. Every Week 4.00 4
Total Hours 7.00
Total Weekly Learner Workload 7.00
Total Weekly Contact Hours 3.00
 
Module Resources
Recommended Book Resources
  • Daniel A. James & Nicola Petrone. (2016), Sensors and Wearable Technologies in Sport, Springer, [ISBN: 9789811009914].
Supplementary Book Resources
  • José Pino-Ortega & Markel Rico-González. (2021), The Use of Applied Technology in Team Sport, Routledge, [ISBN: 9780367742980].
  • Robert Kelly. (2020), Collaborative Creativity: Educating for Creative Development, Innovation and Entrepreneurship, Brush Education Inc., [ISBN: 9781550598377].
Recommended Article/Paper Resources
  • A. Scheer, C. Noweski, C. Meinel. (2012), Transforming constructivist learning into action: Design thinking in education, Design and Technology Education.
  • Renshaw, Davids, Araujo, Luca, Roberts, Newcombe & Franks. (2018), Evaluating Weaknesses of "Perceptual-Cognitive Training" and "Brain Training" Methods in Sport: An Ecological Dynamics Critique, Frontiers in Psychology.
  • Hadlow, Panchuk, Mann, Portus, & Abernethy. (2018), Modified perceptual training in sport: A new classification framework, Journal of Science and Medicine in Sport.
Other Resources
 
Module Delivered in
Programme Code Programme Semester Delivery
CR_BSPRT_8 Bachelor of Business (Honours) in Sport & Exercise Management 3 Mandatory
CR_BRECL_7 Bachelor of Business in Recreation and Leisure Management 3 Mandatory