Workshop overview

Year level 9 to 12
Capacity A standard class group or team of 15-30 students
Duration To maximise our impact, we will spend a full day at your school equipped with enough technology to facilitate two classes per 50-minute session (or adjusted to fit the period length your school follows).

Workshop details

This workshop dives deep into the science of sports performance, blending technology and data analysis to explore health, fitness, and physical potential. Participants will engage with advanced tools such as GPS tracking devices to measure movement patterns, a radar gun to analyse speed and power, and velocity based training (VBT) using GymAware technology to optimise strength and conditioning. Video feedback loops are used for performance evaluation, helping participants understand biomechanics and refine their technique.  This section connects strongly with Health and Physical Education, and Science curricula, offering insights into how technology drives advancements in sports science and human performance.

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Curriculum links

Mathematics (Data Analytics)

  • Investigate and calculate summary statistics for data sets, including mean and standard deviation, and interpret these statistics in the context of the data. Students analyse performance metrics from Sprint Timing Gates or Virtual Golf data (AC9M9ST03)
  • Interpret and compare datasets using statistical graphs, including scatter plots and box plots. Students read their results across a wide range of graphs to compare their results and gameplay statistics while using different types of sports technology (AC9M10ST02)
  • Evaluate statistical reports and data displays in the media. Students critically assess sports data analytics reports generated during the activities and suggest ways to deepen engagement and understanding (AC9M10ST03)

Science (Physics/Biomechanics)

  • Investigate the ways energy is transferred and transformed, including through forces and motion. Students explore force, motion, and biomechanics using Sprint Timing Gates, dynamo, force decks and Trackman Virtual Golf (AC9S9U04)
  • Examine how systems of the body respond to physical activity. Students reflect on the impact of exercise and reaction times during physical activities like Just Dance, reaction games and fitness testing (AC9S10U05)
  • Investigate how digital and technological systems are used to collect and analyse data. Focus their thinking towards technology-driven performance data collection, such as wearables and in game examples like Just Dance, Zwift and EXR (AC9S9U05)

Health and Physical Education (HPE)

  • Examine physical activities role in enhancing health and well-being. Students thinking will be directed towards exploring the concept that virtual physical sports may encourage higher engagement with physical activity (AC9HP10M02)
  • Use data to evaluate and improve movement strategies. Students will analyse and reflect on their techniques through video delay while using Trackman and Sprint Timing Gates (AC9HP10M03)
  • Participate in physical activities designed to enhance health, wellbeing and fitness, and design, apply and evaluate strategies for incorporating these activities into their lives (AC9HP10P04)

Design and Digital Technologies

  • Investigate how digital systems represent and transmit data. Students explore how timing gates and VR systems collect and process data from sports activities (AC9TDI10K01)
  • Investigate how systems present data and explain why this is important to make informed health decisions. Students analyse how algorithms in sports technology, such as motion sensors or timing gates, influence performance data collection and feedback (AC9TDI10K02)
  • Plan, develop, and communicate design ideas and solutions. Students create potential solutions or modifications for improving performance feedback in sports tech using data from Sprint Timing Gates or VR sports (AC9TDI10P01)

Media Arts

  • Investigate and manipulate media arts concepts, such as representation, social and cultural values, and specific audiences, through the design and production of media artworks. Students discuss game graphics and text overlays for in-game elements, manipulating visual design to suit specific audiences or cultural contexts in game environments such as Zwift Cycling, Just Dance, Rocket League and EXR (AC9AMA10C01)
  • Develop and refine media arts skills and techniques to design, produce and distribute media artworks. Students refine their thinking towards digital graphic design to create interactive visual elements, such as game interfaces, menus, or on-screen text overlays (AC9AMA10D01)
  • Evaluate how media artworks from a range of contexts use media languages and technologies to communicate meaning.  Students analyse how games use visual design, text overlays, and graphics to communicate meaning and engage players, helping them create more effective in-game designs (AC9AMA10E01)