Technology in Sports Sciences

Name: Technology in Sports Sciences
Code: DES14917L
3 ECTS
Duration: 15 weeks/78 hours
Scientific Area: Human Kinetics

Teaching languages: Portuguese
Languages of tutoring support: Portuguese

Sustainable Development Goals

Learning Goals

Knowledge:
1. Understand the fundamentals of technology in Sports Sciences;
2. Analyze the impact of technology on physical activity, exercise, sports, and health;
3. Recognize the importance of technology as an emerging trend.

Skills:
1. Apply information capture protocols through technological means;
2. Develop skills to access and manipulate collected data;
3. Cultivate competencies enabling the application of technologies in sports and health, demonstrating creativity and innovation.

Competencies:
1. Effectively utilize technology in various contexts within the realms of sports and health;
2. Identify potential opportunities for the use of technology in sports and health.

Contents

1. Technology in Sports Sciences and Health
1.1. The role of technology in promoting physical activity and health.
1.2. Applications and digital tools for monitoring physical activity and health.

2. Introduction to Exergames and Gamification Technology
2.1. Definition and basic concepts of exergames and gamification.
2.2. Case studies of exergames applied to sports and health promotion.
2.3. Psychological aspects of using exergames and gamification.

3. Information Capture Protocols
3.1. Analysis of variables in sports performance and health.
3.2. Applied technological resources.
3.3. Specific software and hardware for data analysis in Sports Sciences.

4. Practical Applications in Exergames
4.1. Innovative training programs using exergames and gamification.
4.2. Critical evaluation of the impact of these approaches on athletic performance and physical health.
4.3. Exercise adaptation and prescription.

Teaching Methods

The content approach will center on developing students' capacity to learn autonomously and collaboratively in the construction of knowledge across various contexts, promoting problem-solving skills, critical thinking, creativity, communication, and collaboration. Students will be exposed to the latest research, utilizing digital tools for knowledge production, making the process more efficient and adaptable to diverse needs.

Teaching methodologies will focus on student-centered learning, specifically Team-Based Learning and/or Problem-Based Learning and/or Project-Based Learning, through the formation of small working groups to discuss and solve practical problems under the supervision of a professor, with the aim of stimulating critical thinking.

Assessment

Continuous assessment is the recommended regime and considers the following components:
AC1. 40%. Theoretical-practical work, individual/group, carried out and discussed in or arising from content.
AC2. 50%. Group work: planning, intervention/dynamisation in the and subsequent reasoned critical analysis of an exergame lesson/session. The assessment criteria will be discussed with the students.
AC3. 10%. Critical analysis of an AC2 assignment prepared by another group in the class.

The final assessment (regular, appeal and special periods) is made up of two components:
AF1 60%- Written test.
AF2 40% - The same work considered in AC2. This assessment component is common to the continuous assessment regime (c.f. UÉ Academic Regulations) and the practical presentation component must take place during the period.

Approval requires a minimum final classification of 9,5.