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TECHNOLOGY IN SPORT

● Technological advances have an impact on coaches’ techniques, data gathering, use


of equipment and clothing, nutrition, injury prevention and rehabilitation.
● Athletes can gain a competitive edge and training technologies can be developed as
a result of sports-science fields such as physiology, nutrition, psychology and
medicine.
● Some examples of sporting technologies are golf clubs, tennis racquets, pole-vault
poles, athletics clothing and footwear, advanced computer simulations and motion
capture.
● Athletes’ and players’ health can be maintained and observed, and their injuries
treated, by way of modern sporting technologies such as heart-rate monitors,
pedometers and body-fat monitors.

Contribution of technology to participation and performance

- Preparation
● In Australia, so that athletes and players can be better prepared for competition,
millions of dollars have been spent on the development of new technology that is
specific to sport.
● A portion of the money is used to equip laboratories with sensors, cameras,
computers, software and other devices for supplying precise data.
● Eg. swimmers training in high-tech pools so they can use their feet to get a greater
grip for kick turns off the wall
● Heart rate monitors: Monitor heart rate in real time. Heart rate monitors can be used
to monitor an athlete’s heart rate during exercise and how much time they have spent
in a heart rate zone
● Data collected are used to gauge athletes’ heart rate during work and help determine
how much harder the body can be pushed without risking injury.
● Technique analysis: Technique analysis includes testing done in a laboratory, field
testing and competition analysis. It is widely used in sports such as track-and-field
● athletics, swimming, rowing and kayaking.
● Video analysis: Video-analysis software (Eg. Clip Maker and Coaches Eye) has
grown enormously, and coaches are now able to improve their qualitative technical
and performance analysis of their athletes and players.

- Performance:
● Using new and advanced technologies, athletes are able to perform and compete at
standards that were once considered impossible.
● Eg. Ultra-light running shoes, Newly designed rowing oars that feature blades that
can move more water with each stroke.
● Clothing: The clothing and footwear worn should be user friendly and include
valuable properties such as strength, flexibility, density, thickness, durability,
toughness and resistance to moisture. Eg. moisture-wicking clothing
● Equipment: Eg. composite tennis racquet- enhance ball speed and reduce vibration
to prevent tennis elbow, golf clubs with reduced mass to allow shots to have a
greater distance
● Tactics, strategies, playing style and results are affected by the playing surface being
used. At major stadiums throughout the world, ‘next generation’ artificial playing
surfaces that have sand and/or rubber infill are being used.
● Elite runners for track events wear specific shoes that don’t have cushioning. Instead,
athletes rely on the track to absorb the impact of their movement.

- Judging and Officiating


● In most professional sports, technology such as high-tech aids and instant replays
has been implemented so that referees find it easier to make the right decision.
● Basketball referees use replay systems to make sure players are shooting within the
time they are allotted by way of the shot clock.
● Sports in which technology has been integrated into judging and officiating: Tennis,
Soccer, Basketball, Cricket, etc.

- Participation
● Technology has also opened the door to an increased social media exposure, which
can allow individuals to connect with different sporting groups, gyms, coaches and
training programs that they otherwise may never have found.
● Technological advances are also making it easier for people with injury or disability to
participate in sport or physical activity; for example, assistive devices such as hoists
and platform lifts that help people into pools, and specially designed sporting
prosthetic limbs.

- How has technology increased participation in sport


● Technology has now facilitated increases in participation in sport by people with
disabilities.
● People with disabilities can participate in physical activity via virtual reality, in places
and locations they may not be able to access or visit.
● The competitive sport of e-gaming is also rapidly increasing in popularity.

- Impact of technology
● Technology has made it possible for disabled people to take part in physical activity
● Technology and access to social media also makes it possible for people to be more
aware of sports and activities in the local community
● The experience of spectators in new stadiums has also become more enjoyable due
to advances in technology (heated seats, wireless in- seat food orders, etc.)
● Many spectators also enjoy the live and instant updated player statistics that can be
viewed on game apps and the large HD screens present in sporting stadiums.
● Technology is a vital component of improvement in performance, and technological
advancement has an impact on:
● techniques used in coaching
● data gathering
● the nature of feedback
● sporting equipment and clothing
● Nutrition
● Injury prevention
Spectator Appeal

● By way of various developments such as camera positioning and drones, spectators


are able to feel physically close to the athletes or players.( Eg. Underwater cameras
are used in swimming)
● Spectator appeal is also heightened as a result of live scoring, where the spectator
can receive play-by-play updates without having to be physically present at the game
or watch it live on television.
● Many sporting organisations now also have specific sports apps, where all the
information regarding that particular sport can be found. (Eg. Australian Football
League (AFL) has an app called ‘AFL Live’)
● Sporting organisations and clubs now engage in social media platforms such as
Instagram, Snapchat and Facebook, spectators are becoming increasingly engaged.

Injury Rehabilitation
● Technology has affected the sport and physical activity ‘injury industry’, and as a
result of developments in rehabilitation equipment and techniques, athletes and
players are now able to recover faster and more successfully.
Examples:
● Shortwave machines: These devices emit electromagnetic energy whereby the
temperature of the injured area is increased and blood flow is aided.
● Ultrasound: This technique can be used to relieve pain and stimulate repair of
soft-tissue injuries by way of heat production.
● Compression devices: These devices, such as SKINS compression clothing, can be
used to prevent and reduce swelling after injury.

Positive impacts of technology in sports:


Increased participation opportunities for people with disabilities.
Inclusive and engaging sporting complexes due to infrastructure modifications.
Specialized equipment improving athlete performance and entertainment for spectators.
Decision-making assistance for referees through tools like video refereeing.
Advances in recovery and injury prevention/management methods.
Technology integration in coaching, including in-depth analysis and personalised feedback.

Negative consequences of technology in sports:


Inequality in access to technology among countries, schools, and clubs.
Disparities in athlete improvement based on access to high-quality training and technology.
Unfair advantages for athletes from wealthier areas with better access.
Challenges in detecting performance-enhancing drugs due to technological advancements.
Increased risk of injury with faster equipment, such as high-speed balls and harder impacts.

Drug use and prohibited substances continue to be a major problem in competitive sport.
Technology is continually being developed so competitors can stay one step ahead of the
drug-testing procedures.
The banned methods that are listed on ASADA’s website are
outlined as follows:
● Enhancement of oxygen transfer: This method includes blood doping and use of
products for enhancement of oxygen use.ƒ
● Chemical and physical manipulation: This method includes intravenous infusion and
tampering with samples.
● Gene doping: This method includes modification of cells, genes and other genetic
elements.
ƒ
SKILL TO MOVE

Fundamental movement skills are the movement patterns that involve various body
parts.They are the essential movement skills that individuals perform in physical activity and
sporting contexts. They are the foundation movements for the more specialised, complex
skills used in play, games, sports, dance, gymnastics,outdoor education and physical activity.

Specialised movement skills are skills used in more-organised games,activities and sports.
They develop after fundamental movement skills have been mastered. We mostly learn
these sport-specific skills when we have the opportunity to practise them and receive
feedback about them. By paying attention to the feedback and practising the skills as often
as possible, we create the best environment for learning physical skills.

Skill differs from ability in that it is not innate, skills are learnt. They are developed after a
period of practice. Skills are usually classified on a sliding scale called a continuum. This is a
visual guide to indicate where a skill fits into a specific category.

Classification Definition Sporting Example

Gross and fine motor skills continuum:

Gross motor skills: Skills for which we use Swimming


our large-muscle groups when
participating in most
sporting events

Fine motor skills: We use our Aiming in archery


small-muscle groups, and include
ability to manipulate
small objects and to complete
tasks that involve various

Open and Closed skills continuum:

Open skills: Skills used in a changing Playing Outdoor Soccer


environment

Closed skills: Skills used in a stable, Playing Indoor Soccer


predictable environment

Discrete, serial and continuous continuum:

Discrete: Discrete skills have a definite Soccer throw in


start and finish

Serial: Serial skills are more complex Triple Jump


and involve combining several
discrete skills

Continuous: Continuous skills do not Running


necessarily have a set beginning
or end

Externally- and internally-paced continuum:

Internally-paced: Internally-paced skills are Javelin throw (deciding


controlled by the athlete when to throw)

Externally-paced: Externally-paced skills are reliant Batter hits a ball with a bat
on an element of the environment in cricket

Locomotor and Non- Locomotor continuum:

Locomotor Moving the body from one place Running, Walking


to another.

Non Locomotor When we move our limbs but Turning, Twisting


keep our body in the same place
or location.

Simple and Complex Continuum:

Simple Simple skills have a limited amount


of information to process. The skill
has a smaller cognitive element.

Complex Simple skills have a limited amount


of information to process. The skill
has a smaller cognitive element.
Low and High organised Skills

● A low organised skill can be broken down into parts, or subroutines.


● A highly organised skill is hard to break down since it is fast in its execution.
Positive transfer The learning of one skill may help in the learning of another skill sometimes in a
different activity.

For example, An example of this is learning a chest pass in netball and learning
the chest pass in basketball.

Negative transfer Skills one has previously learnt have a detrimental effect or hinder their learning
of new skills.
Transfer of skills is most likely to be negative when the two learning situations are
very similar but the required responses are different.

For example, the basic racket action of a squash shot as opposed to the basic
racket action of a tennis shot.

Zero transfer No transfer at all may occur even between skills which appear to be similar.
For example, learning how to play squash may have zero transfer from weight
training.

Stages of Skill Acquisition:


Three stages of skill acquisition

Cognitive stage Associative stage Autonomous stage

● Beginner’s level of ● The main focus here ● The autonomous


skill acquisition is on refining the skill stage is achieved
● Processing new through repetition when the learner has
information and rehearsal. mastered all sub
● Steps involved in ● During this process, parts of a skill and
completing the skill errors will still occur, are able to combine
should be broken although they should them to perform the
down and clearly not be as significant whole sequence
demonstrated or as frequent as automatically with
● Likely to perform those in the cognitive precision.
poorly, require stage. ● This means they are
feedback and ● When individuals able to perform with
encouragement practise they full kinaesthetic
● Uncoordinated and develop their ability awareness while
inconsistent to identify and also identifying and
● Cognitive learners self-correct errors as correcting any errors
cannot self- asses they refine their quickly and
and require external kinaesthetic sense independently.
feedback to correct ● They can also easily
errors process and adapt to
● The aim of a external feedback.
cognitive learner is ● One potential issue
to execute the skill to for individuals who
a basic level and to have reached the
have a rough idea of autonomous stage is
the proper that it can be very
technique. difficult to alter their
technique if it occurs
automatically.

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