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Programming for Sports Innovation
Certificate
Course Details
Course Code | GA_SPSIG_N09 |
---|---|
Level | 9 |
Duration | 1 semester |
Credits | 15 |
Method of Delivery | Online |
Campus Locations | Galway City – Dublin Road |
Mode of Delivery | Part Time |
Course Overview
The world of sport is now digital. Technological innovation in sport is producing increased revenue streams and vast quantities of data. Managing and leveraging actionable insight from all this data is the biggest challenge in the sports industry.
This course will focus on the data architectures and programming skills needed to maximise the potential of the available data within a sporting organisation. This includes player data, fan engagement patterns and IoT devices that can provide real time, evolving data streams which can be harnessed to form a cohesive data strategy as an integral part of digital transformation.
Students will gain in-depth knowledge of immersive and connected technologies in sport and their application to athlete monitoring, performance analysis and increasing stakeholder engagement and experience. The course is future focused supporting learners to identify innovative solutions to industry challenges.
Course Details
Year 1
Semester | Module Details | Credits | Mandatory / Elective |
---|---|---|---|
2 |
Data Architecture and Programming for Complex Sports SystemsThis module will equip students with an advanced knowledge of programming and scripting skills needed for the effective use of data analytics libraries and software. Students will learn how to select efficient data structures for numerical programming and to use these appropriately to transform data into useful and actionable information in the sports sector. Learning Outcomes 1. Understand the fundamentals of data architecture and programming for complex sports systems and the strengths and limitations with real-world examples. |
10 | Mandatory |
2 |
Applications Programming for Sports InnovationTechnologies like Virtual, Augmented and Mixed Reality form a suite of available media to develop applications for immersive experiences. Along with wearable devices and the Internet of Things, there are a significant number of pathways available to develop applications for data visualisation and connected sport solutions for players, fans and coaches. This module will focus on these technologies and the necessary programming to give students the practical insights into developing applications tailored for enhancing the sporting experience, analysing performance metrics and facilitating informed decision-making in sports for the various stakeholders. The technologies and often the data to be displayed provide a practical opportunity to deploy AI and machine-learning based solutions in this space. Throughout the module, the students will be motivated to use a computational thinking approach to decompose the challenges identified and to adopt a digital mindset in the development of the appropriate solutions. Learning Outcomes 1. Critically evaluate the range of technologies available to build connected, immersive applications in a sporting context. |
05 | Mandatory |
Recommended Study Hours per week
Examination and Assessment
This typically consists of a mix of project work and activities which build an ePortfolio for the student. There is a strong emphasis on the practical skills needed to develop solutions including the use of data management and analysis tools and the identification, specification and development of an application prototype.
On-Campus Attendance Requirement
Download a prospectus
Entry Requirements
Level 8 Bachelor (Hons) degree H2.2 or equivalent. Evidence of English Language Proficiency (IELTS). Significant level of software development experience is required.
Option for Recognition of Prior Learning according to ATU policy.
Further Information
Who Should Apply?
There are significant opportunities for computer graduates and established professionals to specialise in designing and building innovative solutions which help sports organisations generate, integrate and analyse data.
This course is aimed at graduates and professionals with a background in programming seeking to specialise in the sports industry. It is particularly suited to those working in one particular domain of the SportsTech industry who want a better understanding of the breadth of challenges and opportunities for innovation across the whole spectrum of sport, active living and Esports.
The course offers a unique professional development opportunity which is university certified at post-graduate level (15ECTS) and can be used to contribute to further study in ATU or other institutions internationally.