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COMPUTER APPLICATIONS IN PHYSICAL EDUCATION

VARSHA CV

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UNIT –I

Introduction to computer

Introduction- Understanding ICT

The term information technology (IT) was first used in the early 1980s to indicate the
convergence of computer technology and communication technology. In the 1990s the term
information and communication technology (ICT) was more widely used to replace IT which
is to give a greater emphasis on communication aspect. Information and communication
technology (ICTs) are the technologies used in the conveying, manipulation and storage of
data by electronic means. Information is data that has been stored and arranged. It consist of
organized facts and opinions people receive during daily life. Changing data into information
is called data processing or information processing. It involves gathering, organizing and
reporting data. So it is useful to people. It is often done using information technology.

ICT Definitions

Information Technology is an organization’s collection of information resources, their


users and the management that oversees them; includes the IT infrastructure and all other
information systems in the organization.

(Turban et al)

ICT refers to diverse set of technological tools and resources used to communicate
and to create, disseminate, store and manage information.

(Blurton)

Need and importance of information and communication technology (ICT)

⮚ Education is a lifelong process, therefore anytime anywhere access to it is the need.


⮚ Information explosion is an ever increasing phenomena therefore there is need to get
access to this information.
⮚ Education should meet the needs of variety of leaners and therefore ICT is important
in meeting this need.
⮚ It is a requirement of the society that the individual should possess technological
literacy.

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⮚ We need to increase access and bring down the cost of education to meet the
challenges of illiteracy and poverty.
⮚ ICT as a tool to innovate teaching-learning practice via internet. (i.e digital content,
multimedia, teaching-learning methods, learning environment.)
⮚ ICT as an administrative tool. (i.e education management information systems-EMIS)
⮚ ICT as an expanding learning opportunity (i.e distance learning, E learning).
⮚ Speed and automatic functions of ICT can enable teachers to demonstrate, explain
aspects of their teaching and students learning more effectively. For eg: use of a
spread sheet to perform calculations in order that patterns can be concentrated on
rather than the calculating.
⮚ The capacity and range of ICT can enable teachers and students to access historical,
resent information immediately.
⮚ Enhance enquiry skills.

Importance

⮚ Access to variety of learning resources.


⮚ Immediacy to information.
⮚ Anytime learning and anywhere learning.
⮚ Collaborative learning.
⮚ Multimedia approach to education.
⮚ Authentic and up to date information
⮚ Access to online libraries.
⮚ Educational data storage
⮚ Access to the source of information.
⮚ Multiple communication channels, such as E-mail, chat, forum, blogs etc...
⮚ Reduce time on many routine task.
⮚ Downloading and uploading any information.

Application of computer in physical education

The creation of the modern computer has changed the face of the planet. Today there
are more devices fitted with a microchip than there are human beings. A computer is a
programmable machine. A computer is an electronic device that manipulates information or
data. Students can observe and listen to the mechanics of movements in slow motion and
learn effectively with the help of computer. Using the internet one can update the recent

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technological improvement in sports training, changes in rules, to download the rules from
the internet authorities, to do research and so on. Computers are highly useful in making wide
tasks and projects including budgeting, financial statements, calculations and scheduling in
physical education programs. Using computers not only enhances the quality of
documentation, but also saves time and operational expenses for sport organizations.

At last it is to be said that computer has become a part and parcel of entire physical
education and sports environment, other than the area of broadcasting and televising sports
events. Application of computers in the field of Research, Motor learning, Exercise
physiology, Fitness prescription, Body composition, Bio-mechanics, Sports psychology helps
the physical education teachers and sports trainers to make the teaching as well as coaching
more interesting and also enhance the level of sports performance. Computer application in
sports produces perfection in results and also save time. There is no chance of faulty in
results of sports events as it bears fair and accurate judgment. So there is a need to learn and
become familiar with computer, who is connected with sports and physical education.

Using the true technological devices the teacher can record video clips of some physical
skills and movements or can download such clips to his computer and then let the students
access these videos through a web site. Physical education teachers can introduce the best
players of a sport through technological devices. Moreover he can record one of the best
students’ serve or tourniquet and then explain these technics to the classroom showing their
videos. In this way the students will participate to the subject easier and the excitement of
learning will be increased.

1. Application of computers in research


⮚ Literature searching
⮚ Test administration
⮚ Data analysis
⮚ Result analysis
⮚ General assist
2. Application of computers in motor learning and control.
⮚ Reaction and Movement time
⮚ Time- on -target scores
⮚ Movement distance and location
⮚ Neuromuscular Neuro-Physiological variable

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⮚ Software application
3. Application in the field of exercise physiology Exercise physiology research.
⮚ Computer helps to monitor minute by minute changes in lactic acid levels in
muscular tissue.
⮚ To determine the blood pressure, heart rate, pulse rate, analog to digital
converter is used by installing it into the computer.
⮚ Multiple measures can be recorded simultaneously from subjects.
⮚ It is also used to calculate the body fat percentage based on skin fold.
4. Using computers in measuring variables Determination of maximum oxygen
consumption.
⮚ Maximum oxygen consumption is the best indicator of cardiovascular fitness.
⮚ This procedure is used to read gas analyzers and calculate percentage of the
relevant gases and to read the volume meters for flow rates.
⮚ Auxiliary function may occupy a waste of space, time, etc. while using the
computer keyboard alone does the same function rapidly including the
barometric pressure determination.
5. Fitness prescription
⮚ The fitness professional may prescribe the fitness program with the
commercially available software which helps to accomplish the task quickly.
⮚ After installing the software program to the system, the result of the physical
fitness test of subjects may be entered into the system and compared with the
program.
⮚ Then the appropriate exercise shall be fixed according to the individual’s
result.
6. Body composition
⮚ Body composition software program is designed for use in health
enhancement programmers offered through medical clinics.
⮚ It allows entry of demographic information and also provides selection of
body composition methods.
7. Application in the field of bio-mechanics
⮚ Teaching aids
⮚ Film analysis
⮚ Force measurement
⮚ Force plates

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⮚ Using computers with Isokinetic dynameters
8. Application of computers in sports psychology
⮚ Self-assessment
⮚ Self-talks
⮚ Concentration task
⮚ Bio-feedback and relaxation technique
⮚ Psychological instruments

Components of computer, Input and Output devices

Computer is an electronic device. A Computer System is more than just a Computer. It


is a combination of “components working together to perform a specific task”. When these
components are attached to the Central Processing Unit (CPU)than a user can perform task,
from playing movies, listening to songs, playing games, preparing your assignments in MS
word, or browsing the internet. We call these components as Input and Output Devices.
Without these input / output devices, a computer is just a dumb machine that can't operate
effectively and efficiently to perform a specific task. 

The classic components of a computer are briefly described below. Each component is
discussed in more detail in its own section. The operation of the processor is best understood
in terms of these components.

● Data path - Manipulates the data coming through the processor. It also provides a
small amount of temporary data storage.

● Processing

I. CPU (Central Processing Unit): Often referred to as the brain computer.


CPU does not read information directly from secondary memory. The
programs and data first transferred from secondary memory to the primary
memory. Then the CPU read from the primary memory.
II. Mother board: It holds together many of the crucial components of a
computer, CPU, memory and connectors for input and output devices.
III. Memory or Primary storage- Holds instructions and most of the data for
currently executing programs.A computer’s memory consist of a large number
of storage spaces known as cells or locations. The function of the memory is
store information. It stores program, data, results or any other kind of

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information. Two or three levels of memories such as main memory,
secondary memory and cache memory.
The main memory (primary memory)
is a fast memory (50 Nano seconds). RAMs (Random Access Memory)are
used as main memory, it stores programs along with data and necessary
programs of the system software. B. Secondary or
auxiliary memory stores operating systems, data files, application programs
etc… it is also called non-volatile memory. The secondary memory is
accessible in the form of mass storage devices. Such as hard disk, floppy disk,
CD and DVD. ROM are (Read Only Memory)
holds permanent data or instruction that can only be read from, but not written
onto. I.e. information is permanently recorded so that it cannot be changed by
the programmers. It is non-volatile in nature. The contents of ROM are not
lost when the computer is switched off, it remains there.

Cache memory,also called CPU memory, is high-speed static random access


memory (SRAM) that a computer microprocessor can access more quickly
than it can access regular random access memory (RAM). 
IV. Storage – It is the core components of any computing device. There are four
types of storage, i.e. Primary storage, Secondary storage, Tertiary storage and
Off-line storage. Primary storage is also known as main memory. It is
indirectly connected to CPU via a memory bus. Examples of primary storage
are RAM, ROM, and Cache. Secondary memory is not directly accessible by
the CPU. Examples of secondary memory are Hard disk.

● Input - An input device is a piece of computer hardware equipment used to provide


data and control signals to an information processing system such as a computer or
information appliance. Examples of input devices include keyboards, mouse,
scanners, digital cameras, joysticks, and microphones

● Output - An output device is any piece of computer hardware equipment which


converts information into human-readable form. It can be text, graphics, tactile, audio,
and video. Some of the output devices are Visual Display Units i.e. a Monitor, Printer,
Graphic Output devices, Plotters, Speakers etc

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Input and output devices perform two types of operations in a computer system. Input
is any data that we send to a computer for processing. That can be an image from a Digital
Camera, or some letters types via keyboard in a word document. Output is the result of the
data we can see through some output device like a picture displayed by the Monitor, a word
documented printed by a printer etc.

I. Input Devices

Input devices allow the data into the computer.


● Keyboard
● Mouse
● Scanner
● Digital Camera
● Touch Screen
● Webcam.
❖ Key board: A text based input device that is used to type in letters, numbers and
other characters. Keyboard keys are Enter, Backspace, Delete, Control key (Ctrl),
Alternative key (Alt), shift,Tab, Arrow key, Caps lock, Escape key (Esc), Home/End,
Fkeys (Function keys), Num lock (Number lock).

❖ Mouse: This is used to move the cursor on your computer screen to give instructions
to your computer and to run programs and applications. It can be used to select menu
commands, move icons, size windows, start programs, close windows etc…..
Mouse actions: 1. Right click
2. Double click
3. Drag and Drop

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❖ Scanner: It is used to input pictures and images into your computer. It convert images
to digital form.

❖ Touch Screen: It allows the user to operate computer by simply touching the display
screen. Eg: A touch screen includes ATM banks.

❖ Light Pen: it uses a light sensor device to select on a objects on a display screen.

❖ Webcam

A webcam is a small digital video camera directly or indirectly connected to a


computer. Webcams come with software that needs to be installed on the computer to help
users record video on or stream it from the Web.

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II. Output Devices
Output devices displays the processed form of data to the end user.Common
Output devices include;

● Monitor
a. CRT
b. LCD (Liquid Crystal Display)

● Printer
a. Dot Matrix
b. Ink Jet
c. Laser Jet
d. Viz. Impact Line Printers
● Speaker
● Head Phones
● Plotter
❖ Monitor: It is used to display information, programs and applications in a computer.
It is also called Display Screen. The display device in modern monitors is typically
a thin film transistor liquid crystal display (TFT-LCD). Older monitors used a cathode
ray tube (CRT). 

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❖ LCD: It is smaller and lighter as compared to a monitor. It is mostly used with
portable computers (Laptops).
❖ Printer: It is used to create a hard copy of the files stored in a computer. Print speed
is typically measured in pages per minute (ppm). There are essentially four types of
printers. Viz. Impact Line Printers, Dot Matrix Printers, Ink jet Printers and Laser
Printers. Laser printers are superior. They are very fast and easy to use and produce
high quality output.

LaserJet 5 printer Inkjet printer Dot Matrix printer

❖ Speaker: Used to produce music or speech from programs. A speaker port (A port is
a connector in your computer where in you can connect an external device) allow to
connect speaker to the computer. Speakers can be built into the computer or can be
attached separately.

Software
⮚ The hardware alone cannot perform any particular calculations or manipulation
without being instructed. The set of instructions are important. The software acts as an
interface between the user and the computer.
⮚ A software or a program can be defined as a complete set of instructions written by
the programmer which enable the computer to obtain the solution to a problem (with
or without he data).
⮚ Software is used to describe any single program or a group of programs.
⮚ The software classified into three;
● The applications software.
● The systems software.
● The utility software.

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The applications software: programs employed by the user to perform specific functions. Eg:
an application software can be program used for accounting control in business or a program
used for engineering design.

The systems software: They consist of all the programs, languages and documentation
supplied by the manufacture with the computer. These programs allow the user to
communicate with the computer and write or develop his own programs. Microsoft Disk
Operating System (MSDOS) is one of the most widely used systems software for IBM
(International Business Machines Corporation) compatible microcomputers. Windows XP,
Vista, Windows 7, OS X are the system software.

The utility software: Border line case between applications software and system software.
These software used as developing a program package or to perform a limited specific task,
such as scanning the hard disk for virus.

ICT applications that can be used in physical education


The following applications are considered below:
a. Cameras
b. Motion analysis software
c. Portable media players
d. Games consoles
e. Pedometers
f. The Virtual Learning Environment (VLE)
Cameras
There are a range of hardware applications that can be used with physical education
departments. Video cameras can provide footage of experienced performers in action and can
be used to inspire, to demonstrate correct techniques and to develop pupils’ understanding
and knowledge of the subject. By reviewing their own actions, for example, pupils can
evaluate and improve their own games strategies, gymnastics sequences, tramp lining
routines or dance compositions, particularly if they are able to look at their performances in
slow motion or from a different viewing angle.One example of a useful camera is the SanyoXacti
video camera which is waterproof and captures footage as a regular video camera would. The storage
is through SD memory cards and this allows for easy transfer of data. Footage taken can be observed
through a PC, via the interactive whiteboard.

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Motion analysis software
The use of motion analysis software within physical education is becoming a more
mainstream means of evaluating pupil performance and enhancing learning. There are many
software packages available. Software such as ‘dartfish’ can provide pupils with visual
images of their performances that can be slowed down but also enlarged. This allows
teachers, using a digital camera, to split the screen into progressive frames and is therefore
useful for highlighting techniques in some of the athletic field events or tramp lining routines.
Freeze-framing and overlay facilities are also a useful application. The footage can be saved
and stored for moderation purposes. Whilst there are certain advantages in using this type of
software there are also some disadvantages.
Portable multimedia players

Portable multimedia players (PMP), sometimes referred to as a portable video player


(PVP) or an Internet Media Tablet (IMT), are capable of storing and playing digital media.
Digital Audio Players (DAP) that can also display images and play videos are portable
multimedia players. Like DAPs, the data is typically stored on a hard drive. Micro drive or
flash memory. Other types of electronic devices like mobile phones are sometimes referred as
PMPs because of their playback capabilities.
Pedometers

The FitLinxxActiPed is a next generation pedometer that clips to a shoe and records the
wearer’s walking, running or jumping as well as measures the distance travelled, calories
burnt and total time of active minutes. This data can be stored and sent wirelessly and
securely to an ActiPed account for the wearer to view their achievement and compare with
their peer group. Other innovative developments using ICT in physical education is the Nike
Plus program. This program allows pupils to monitor their progress with regards to their
levels of exercise in a similar way to other pedometers. This requires an iPod or Nike Plus
sport band, sensor for shoes, sensor case to attach to shoe and a receiver for an iPod Nano. As
pupils run, an iPod indicates their time, distance, pace and calories burned. And it gives you
feedback at the halfway point and in the final lead-up to your goal. You can also see the
details of your workout on your iPod. On selected workouts when using it with a Nano/iPod
sporting legends such as Lance Armstrong and Venus Williams give periodic motivational
help.

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Pupils can download all the run information on to the Nike Plus website where they
can see a timescale indicating all the information about their run and review their workout.
Pupils can store all the runs completed so they can compare them and gain advice and help
with training/coaching for any distances. The website also has a whole interactive community
all over the world. This allows a person to challenge people, view other racing times and
interact with other runners. The Nike Plus website motivates pupils to access learning outside
school; increases their running and fitness; improves ICT skills; motivates their learning
through self-pacing calculations and estimating distances; undertake courses appropriate to
their levels of skill and fitness; set targets to challenge themselves; assess their learning;
supports the teaching of appropriate techniques.

Interactive whiteboards

An interactive whiteboard is a surface onto which a computer screen can be displayed


through a data projector. As it is touch-sensitive it allows teachers to use a pen or finger like a
mouse to control the computer from the board and save any changes for future lessons. In
addition, multimedia resources can be used as well access to the internet and websites to
support teaching and learning. Interactive whiteboards are a useful teaching aid in classroom-
based lessons as they can support learning through presentations, demonstrations and
modelling, actively engage pupils and improve the pace and flow of lessons. A laptop
computer that is linked to a data projector can also enable you to use this type of resource in a
sports hall or gym. Teachers can use interactive whiteboards for showing a whole class a
particular technique from video demonstrations taken immediately afterwards or in a
previous lesson.

The virtual learning environment (VLE)

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The virtual learning environment (VLE) has transformed the way in which pupils
learn and teachers teach. The virtual learning environment is a global website that allows
pupils to access their work and their curriculum from anywhere in the world. It is rights-
protected and therefore only parents, students and staff will be able to log in. Pupils work can
be set, collected and marked via the VLE, saving on a great deal of paperwork and collection
and deadline dates. This, in turn, can empower pupils and inform their own learning. Pupils
are able to make more decisions, as tasks will be completed at their own pace and potentially
in their own time.

Using the VLE pupils are able to post their work for others to see and comment on;
parents will be able to participate more fully in their children’s learning; learning can
continue outside the school day; pupils will be able to participate in collaborative work
involving other schools locally and internationally involving external experts; and learning
can be more personalized to suit pupil needs. As many pupils make use of interactive online
services (such as blogs, messaging and virtual worlds) at home, the VLE allows them to
make use of these services in a controlled and safe on line environment.

All students, not only a few should benefit from technology. If not enough heart rate
monitors, pedometers, exergames and/or computers are available for all students to use them
simultaneously, teachers should implement station or circuit formats. Instruct Desktop
programs such as Microsoft Excel, and Web and CD-ROM software can allow for the
collection of data using hand-held computers, with the ability to transfer results to desktop
systems quickly. Those technologies can help physical educators determine assessment
performance quickly and easily through calculation formulas, and allows them to create and
customize individualized fitness plans, as well as offering many other uses.

1. The puma beat bot

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Puma Created A Robot As Fast As Usain Bolt, To Make Athletes Better.The Beat bot is a
programmable, self-driving robot that aims to motivate runners more than a
stopwatch.Runners can enter the time and distance of the race they want, put the robot on the
starting line next to them and go.The Beat Bot paces out the programmed race, allowing
runners to race against their own best time.Cameras on the front and back allow you to
review your run after the race.

2. Xmetrics

World FirstActivity Tracker forSwimmers.Fixed at your goggles, just on the back of your
head. Xmetricsrecords any single biomechanical parameters such as the number of strokes,
time per lap. It provides a customizable real time audio feedback directly while
swimming.Efficiency of your swimming technique and the quality of your flip turn providing
a real time audio feedback via an earplug. We can analyze and share with a professional
coach our data out of the swimming pool throughout software and apps.

3. Pedometer

Pedometer is a device, usually portable and, that counts each step a person takes by
detecting the motion of the person's hands or hips. Pedometers are now becoming popular as
an everyday exercise counter and motivator.Pedometer includes a mechanical sensor and

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software to count steps.One criticism of the pedometer is that it does not record intensity. It
have been shown in clinical studies to increase physical activity, and reduce blood
pressure levels and BMI. The FitLinxxActiPedis a next generation pedometer that clips to a
shoe and records the wearer’s walking, running or jumping as well as measures the distance
travelled, calories burnt and total time of active minutes.This requires an iPod or Nike Plus
sport band, you can also see the details of your workout on your iPod.

4. Zepp 2 sensor

Golfers can track club speed, club plane, tempo, hand path, backswing position, and hip
rotation. The sensor, which contains two accelerometers and two gyroscopes, attaches to a
glove-mount.

5. Zepp Labs' baseball analysis

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Zepp Labs' baseball analysis system uses accelerometers and gyroscopes to track bat
speed, bat path, timing, angles of impact, and more. The sensor fits on a mount at the knob of
the bat, then captures and visualizes the swing. Using Bluetooth wireless for result. See your
swing in 3D on its smartphone app.

6. Easton Power Sensor slips

The Easton Power Sensor slips over the knob of a baseball bat and intelligently
detects such metrics as swing speed, power, timing, and direction. The removable sensor
analyses and records swing data for eight hours.

7. Wilson X Connected Basketball

Sporting equipment maker Wilson created a smart basketball, the Wilson X Connected.
The Wilson X Connected Basketball is a gym rat’s dream. Using a sensor embedded in the
ball, it enables players to track their shooting stats, including shots taken, shots made, two-
pointers, three-pointers, and free throws. The smart ball comes with an app that can track the
total time spent playing, the amount of shots taken, and how many points were scored.

8. Shot Tracker technology

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Shot Tracker technology uses an ultra-wideband wireless transceiver to bring team
analytics to basketball. Employing the chips in the basketball, on the players’ shoes, and at
locations around the court, Shot Tracker knows where the ball is, where the hoop.

9. Micoach smart soccer ball

The Micoach smart soccer ball is integrated with a sensor that can detect speed, spin,
strike, and flight path data.Real-time feedback is sent to the Micoach app that will also
provide tips and feedback based on how you're doing. It has a battery life of a week and can
charge in just one hour.

10. Hawk-Eye Technology

Hawk-eye is the name of a computer and camera system. It traces a ball's trajectory. It
is being used in international cricketand tennis, and many other sports. The system is
also being trialled in soccer as part of the goal line assessment. The system being developed
by the UK Company Hawk-Eye.This technology would give a definitive decision on whether
the ball had crossed the line. The Hawk Eye uses a camera taking 600 frames a second on the
goal-line, with the information is analysed by computer and sent to the referee's headset or a
device on his wrist.

Software's used in Physical education

1) OWL WISE

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Owl wise is a sportsteam management app for coaches, instructors, members, parents,
and school admins. Features include instant messaging, the ability to share images and
videos, calendars and organization tools, and online billing.

2) PlayyOn

PlayyOn is a free sports management software platform. Features include web and
mobile responsive homepages, tournament management, customer retention management,
and team events and scheduling.

3) POWER UP

Power Up is a Canadian company offering an easy-to-use sports team management app.


Features include online registration of players, families, volunteers, and teams, referee and
game official management, scheduling, and a mass email tool to communicate with all your
contacts.

4) RHINOFIT

RhinoFit is sports club and gym management software designed for sports clubs, gyms,
trainers, and schools. Features include simple billing, scheduling, digital e-Sign waivers, and
inventory management.

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5) Topend Sports Recommended software's
I. Team Beep Test — The most versatile and useful software for conducting
and recording results of the bleep / beep test, with results recorded directly
onto your computer.
II. BodyByte — Auniversal standalone computer software program specially
developed to comprehensively organize and manage all the information
associated with nutrition, training and fitness.
6) Coach’s Eye

What is it: Video analysis app for iPhone and Android


Sports: Cross fit, American football, football (soccer), fitness, golf, baseball, track and
field, etc.
Platform: Mobile
Languages: English
Features:

● Instant video analysis and slow-motion review on your mobile device


● Side-by-side video comparison
● Explore publicly shared videos
7) DART FISH

What is it: Video analysis software


Sports: All sports
Platform: Desktop
Languages: English, French, German, Italian, Spanish, Japanese, Korean, Chinese,

Features:

• Good analysis tools

• Capture video

• Drawing tools

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• Edit / publish / present

8) Coaching Analysis Intervention System (CAIS)

What is it: Coaches’ observation software


Sports: All sports
Platform: iPad
Languages: English

Features:

• Get objective data of what coaches do when they’re practicing

• Analyse types of practices the coaches use and find associated behaviours within
those practiced types as a method of developing coaches’ self-awareness.

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