New for 2020!
This program is currently in development and is available for bookings from Term 3, 2020. Register your interest now.
Health and physical recreation in online, VR and AR worlds is an emerging and highly influential field. High school students may already be familiar with games like Pokémon Go, apps like Zwift and wearables like Fitbit.
This program asks students to investigate intersections between new technology and health and recreation – exploring the personal and social implications of these integrations.
We introduce sports science data analysis and explore the possibilities that are presented now that coaching can be conducted from the other side of the world or even by AI to team members that are just as geographically diverse.
Students are invited to collect, analyse, interpret and present fitness data from their peers and are able to access data provided by well-known sports people and teams. The groups are guided through the use of 2D, 3D, AR and VR tools for visualising data in realtime.
Skills & Knowledge
- Students develop an understanding of the emerging technology around health, physical recreation and sport science.
- Students participate in health and sports data collection and analysis in real-life situations.
- Students are introduced to 2D, 3D, video, AR and VR methods of data visualisation.
- Students consider the personal and social implications of data-driven approaches to health, sport and physical recreation.
This program can cater for up to 30 students. Please let us know if you have 20 or more students so we can arrange free buses.
Please be advised that photos taken on the day of student work and participants may be used for internal and external marketing & communication purposes.