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Digital Innovation for Sport
Master of Science
Course Details
Course Code | GA_SDISG_V09 |
---|---|
Level | 9 |
Duration | 18 months |
Credits | 90 |
Method of Delivery | Blended |
Campus Locations | Galway City – Dublin Road |
Mode of Delivery | Full Time, Part Time |
Course Overview
Course Details
Year 1
Semester | Module Details | Credits | Mandatory / Elective |
---|---|---|---|
1 |
Data Analysis for Sports IntelligenceThis module introduces students to the general concepts of statistics and data analysis and the role of data-generated insight for sports performance, participation and business functions. It will provide the students with the appropriate tools to generate, summarise, visualise and analyse sports-related datasets and report the results in an appropriate format. It provides the students with the ability to apply appropriate statistical techniques to data sets gathered during project work and also to comment on, and rate techniques used in existing studies. Learning Outcomes 1. Explain and critique the theory, growth and application of data-based intelligence in sports performance, sports participation and sports business |
10 | Mandatory |
1 |
Analytics and AI for SportThis module aims to introduce basic concepts, principles, methods and techniques of data analytics and AI for sport. It will develop skills and techniques for practical applications of data analytics using AI and machine learning through engagement in pattern discovery with data. The importance of pattern discovery with applications for data analytics will be explored. Data mining processes including data cleaning, preparation, and exploration algorithms will be introduced along with machine learning algorithms for clustering, classification, regression, and prediction. Learning Outcomes 1. Explain the concept of ‘big data’ and critically analyse data strategy and procedures in the context of a human-centred, ethical and inclusive approach to data |
05 | Mandatory |
1 |
Digital Transformation for SportDigital Transformation for Sport is about leveraging digital technology to revolutionise the sports industry. The integration of digital technologies into all areas of sports, fundamentally changes how sports organisations operate and deliver value to stakeholders, including fans, athletes, and sponsors, and by making sports more accessible, engaging, and efficient. This module is an introduction to key concepts of digital transformation in sport in terms of people, processes and technology. It will equip students with the knowledge and skills to audit the different phases of digital transformation in a sporting context, identify potential opportunities for and barriers to digital change. Learning Outcomes 1. Critically assess the digital and technological landscape in sport and physical activity at global and local levels. |
10 | Mandatory |
1 |
Leading Digital Transformation in SportIn this module, students will develop the expertise required to lead digital change within sporting organisations. With input from industry leaders and peers, students will focus on developing realistic, feasible and sustainable digital and change management strategies within the sports industry. Learning Outcomes 1. Assess digital transformation skills and competencies of oneself and others. |
05 | Mandatory |
2 |
Digital Innovation for SportDigital innovation is the process of utilising digital technologies and strategies to create new or improved products, services, processes, and business models. This module will challenge students to become design thinkers and who come up with innovations for sport that can rewire organisational products, services, processes, and business models. This module enables the learner to develop functioning knowledge by participating and reflecting on the process of defining, designing, developing, implementing and presenting an innovative prototype as part of a team and contextualised to an agreed scenario. Students will be equiped with the skills to advocate for human centred product development and undertake effective project management. Learning Outcomes 1. Effectively organise and manage a project using appropriate techniques and skills. |
10 | Mandatory |
2 |
Research MethodsResearch methodology is an integral part of any Masters course. The aim of this module is to ensure that students will be fully competent to devise, run and present research in a professional manner. This module will be part of a number of different Masters programmes in the Department of Sport, Exercise and Nutrition. The module will introduce students to both qualitative and quantitative approaches to research enquiry. Learning Outcomes 1. Systematically review and evaluate current literature, using appropriate tools and techniques. 2. Identify, analyse and evaluate appropriate research methods for research project proposal development. 3. Demonstrate the synthesis and integration of knowledge. 4. Draft a research proposal appropriate to their career stage and aligned with their research interests. 5. Create an appropriate data management structure. 6. Communicate research in various formats including written and oral presentation methods. |
05 | Mandatory |
2 |
Digital Marketing and Engagement for SportThis module will equip students with a comprehensive understanding of digital marketing technologies and their application to promote and generate revenue streams in sporting organisations. Students will learn how digital technology is driving customer engagement across numerous channels/platforms and providing excellent customer experience is a prerequisite for organisations. Learning Outcomes 1. Design and implement Digital and Social Media Marketing strategies. |
10 | Elective |
2 |
Emerging Technologies in SportIn this module, students will explore the impact advanced computing, networks, mobile applications, the Internet of Things (IoT), artificial intelligence, immersive experiences (augmented reality (AR) and virtual reality (VR)) and Web 3 are having on sports business, performance, and participation. Students will gain the knowledge and skills to critique and evaluate new technological solutions in sporting contexts such as smart stadia, ticketing, performance measurement and participation monitoring. Students will also critique and evaluate the validity and accuracy of new technologies against existing, more established methods. Learning Outcomes 1. Identify and describe recent technological advances in sport, and applications in sports business, performance and participation. |
05 | Elective |
2 |
Learning Design for Sports FeedbackLearning design is the deliberate crafting of experiences designed to support learning. In elite sport, the role of technology and data in providing feedback to athletes is now a multi-billion euro industry, built on the assumption that learning occurs with this feedback. Applied performance analysts use sports technology to generate, curate and translate data which ideally leads to better decision-making for players, coaches and sports executives. Despite this growth in the use of technology for sports feedback, few practitioners are trained to design environments which optimise learning or try and measure if learning and knowledge translation is happening. Thus there is often little understanding of the return on investment for this technology. This module introduces students to the principles of learning design in performance sport and the digital tools which support the planning, delivery and evaluation of performance feedback. Students will design and critically evaluate learning interventions and strategies for performance sport. Learning Outcomes 1. Critically evaluate learning environments in sporting ecosystems and how these can be assessed. |
10 | Elective |
2 |
Professional Practice for Performance ImpactSports organisations are spending significant amounts of money on technology and digital platforms which they assume are making an impact on performance. As with technology in all domains, the most critical element for success and impact is in how it is deployed and this usually lies with the professionals involved. This module aims to provide students with an advanced knowledge and understanding of the systems and processes which optimise value co-creation in professional practice in sport. Students are supported to undertake personal and peer reflection on their professional practice, and to design and implement professional development plans. Learning Outcomes 1. Critically analyse the professional behaviours which add value to a performance ecosystem. |
05 | 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 | Elective |
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 | Elective |
Year 2
Semester | Module Details | Credits | Mandatory / Elective |
---|---|---|---|
1 |
Research ProjectThis module involves the detailed study of a specific topic in sport, exercise, health or nutrition. The choice of topic is by negotiation between the student and an appropriate member of teaching staff acting as a supervisor. The project should, where possible, be original research and include some elements of design and planning and some form of data collection, analysis of findings and development of new hypotheses. Data collection may be laboratory experimentation, questionnaires, social or behaviour observation. Systematic literature reviews are also appropriate research projects. Projects begin in the Research Methods module, where topics are chosen, and initial research on the topic is carried out. Students progress by completing an elevator pitch to the supervisory committee, receiving feedback and completing their ethics applications. A final project proposal document is submitted, and data collection, analysis and write-up are completed as part of this 30-credit research project module. Students present and defend their project upon completion. In full-time delivery, this module is completed in the first semester of second year. In part-time delivery, this module is completed over first and second semesters of the third year of study. Projects are written up in a format for a relevant journal in the area (for example, International Journal of Sports Nutrition and Exercise Metabolism) to optimise opportunities for publication. In the context of an industry-based project, a case may be made for an alternative report format for submission. Learning Outcomes 1. Apply appropriate theoretical and practical methods to the analysis and solutions of problems in human nutrition, health,sport/exercise science or digital innovation for sport. |
30 | Mandatory |
Recommended Study Hours per week
Lectures are generally delivered in 2 day blocks (Wed / Thurs) in the afternoon and evening.
As this is a full time MSc, the independent learning workload is heavy. There are assignments due or assessments taking place approximately every 2 weeks, with some weekly online practical tasks. If you have good time management skills, then this course would be ideal to complete alongside a part-time job.
Examination and Assessment
Data analysis and visualisation
Reflective activities
Essays and literature reviews
Interactive presentations to peers and industry partners
Case studies
Written reports and strategy proposals
An independent research project
On-Campus Attendance Requirement
Please note that students will incur some travel and accommodation cost to attend the in-person elements of the course.
Semester 1:
1 day Induction event at sporting venue tbc before commencement
Week 5: 2 day Immersive teaching & peer learning block ATU SLIGO
Week 15: 1 day Networking & Peer Learning Event at sporting venue tbc
Semester 2:
Week 6: 2 day Immersive teaching & peer learning block ATU DONEGAL
Week 15: 2 day Project Presentations & Industry Events ATU GALWAY
Semester 3:
1 day Induction and Research event at sporting venue tbc before commencement
Week 5: 1 day Research Workshops ATU SLIGO
Week 15: 1 day Viva Presentation & Networking Event at sporting venue tbc
Download a prospectus
Entry Requirements
Level 8 Bachelor (Hons) degree H2.2 or equivalent.
Evidence of English Language Proficiency (IELTS).
Option for Recognition of Prior Learning according to ATU policy
Fees
Total Fees EU: €7200
If you play senior intercounty Gaelic Games, you may be eligible for a full scholarship
Further information on feesCareers
Further Information
Who Should Apply?
Contact Information
Damien Costello
Head of Department
E: damien.costello@atu.ie
Admissions Office
E: Learn.galwaymayo@atu.ie
Sport Exercise & Nutrition Science