3.2.4.8 The role of technology in physical activity and sport part 2 Flashcards

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1
Q

examples of specialised equipment for disabled

A
  1. specialised wheelchair in tennis, rugby
  2. outriggers
  3. sit ski
  4. blades & wheelchairs in athletics
  5. wheelchair in basketball
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2
Q

blades

A
take off and reach a greater height (long jump) 
greater range of movement 
light weight (no unnecessary weight) = faster
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3
Q

wheelchair in rugby

A

stronger frames = absorb force & quick movement

stronger metal = increase protection of foot and absorbs impact = tackle with greater force

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4
Q

racing wheelchair (Athletics)

A

more precision turning/steering = reach greater speed (light frame)
third wheel aids steering
light weight Tframe = precise steering = overtake & turn corners

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5
Q

examples of technology for the elderly

A
  1. finger extension exerciser (strength in hand = fine motor skills, mobility)
  2. technologically advance wheelchair (ability to travel to facilities, access)
  3. low impact pedal exercise machine (strength/mobility in legs = no injury)
  4. balance beam (balance/coordination = perform at higher levels)
  5. hiking poles (balance, support = confidence = likely, take strain out of legs = increase support/stability on uneven grounds
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6
Q

examples of changes in surfaces

A

e. g. tennis court surfaces

e. g. athletics = used to be cinder & clay now fine ash, carbon & rock = softer to run = better grip

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7
Q

olympic legacy

A

future athletes = access to high lvl facilities

promote participation across all levels of sport

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8
Q

places people play

A

gov run initiative developed after London 2012 Olympic & Paralympic Games
promotes participation for all level performers (beginner - elite)

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9
Q

Aims of “places people play”

A
  1. protect & upgrade thousands of local and national sport clubs/facilities = invest in iconic facilities - deliver long term use of multi sport provision
  2. pledge to provide opportunities & break down barriers for all ages/abilities
  3. recruit/train thousands of new leader = organise/lead grassroots sporting activities
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10
Q

examples of the Olympic Legacy

A

e.g. Olympic Athletics stadium now London stadium West Ham (Still has the track)
Wheelchair tennis centre - Lee Valley Hockey & Tennis centre (2x hockey pitches) (10x tennis courts)

Lee Valley Vele drome
London Aquatics

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11
Q

Multi Use playing surfaces

A

most sports now played on synthetic/artificial surfaces

e.g. 3G/4G, MUGA

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12
Q

3G/4G pitches

A

artificial synthetic grass pitches = rubber infill = artificial grass surface playing characteristics (natural grass)
e.g. hockey, football, rugby e.g. Saracens Rugby union at Allianz park

adv: play all year, more frequent and for longer (not worn), predictable/
consistent
dis: dont reflect true bounce of grass, too rigid = joint/ligament injuries

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13
Q

MUGA

A

multi use games areas
artificial grass, artificial sports surface, suitable for many sports/activities
various types of sport (football, basketball, tennis)

adv: multi sport opportunities = participation, cost effective, efficient space use
dis: expensive, impractical for space local authorities, schools, sports clubs

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14
Q

rubberised cushioned hard courts

A

tennis court surface, typical concrete base, several layers of cushioned rubber before acrylic finish

adv: reduce impact/fatigue on knees/ankles/feet (special cushion barrier), minimise shock on body - play longer
dis: premium option, soft surface = protected from heavy equipment, initial cost high, resurface colour (4-8yrs)

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15
Q

positives of technology for the performer

A
  1. improved materials/clothing and footwear = reduce injury risk = train harder and for longer = performance levels increase
  2. improved quality of equipment = protective/safety
  3. faster recovery from training and from injuries, quick rehab
  4. GPS/analysis programmes = detailed performance analysis
  5. more knowledge of diet/sport supplements - help performance
  6. advancements in drug testing
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16
Q

negatives of technology for the performer

A
  1. expensive = inequalities = some cant afford = impact capabilities to develop = talent missed due to financial barriers
  2. injury = over aggression = bladed boots = protective equipment = invincible
  3. cheating, drugs more tech in masking drugs
17
Q

positives of technology for the sport

A
  1. optimise performance in sport = aggregation of marginal gains
  2. increase quality of surface
  3. increased participation = inclusive e.g. adapted equipment
  4. use of IT/GPS systems = help short and long term player development = increase standard = participation = motivated = awareness
18
Q

negatives of technology for the sport

A
  1. expensive = inequalities
  2. finances better invested in participation initiatives e.g This Girl Can - less awareness = lower participation
  3. placebo effect = increase confidence rather than performance
  4. pure quantitate data = misleading
  5. “paralysis by analysis” = players/coaches = too reliant = unable to react to “on-field problems”
19
Q

positives of technology for the audience

A
  1. increased knowledge through stats and info available
  2. fewer incorrect decisions = accurate results for fans
  3. increased excitement from spectators (wait for decision)
  4. more involved = closer to action of event, better viewing experience (hawk eye big screens replays) = excitement more engaged in the action
20
Q

negatives of technology for the audience

A
  1. over reliance on technology
  2. less respect for official (not final decision maker)
  3. breaker in play to use tech = disruptive takes too long
  4. tech different at each event (expensive)
  5. changes the true nature of the sport (breaks in play) = disruptive = increase time watching = less accessible = interferes with audience experience
21
Q

positives of technology for the coaches

A
  1. analyse videos of matches = tactical, technical and physiological aspects of performance
  2. enables coaches to give detailed analysis highly informative
  3. develop specific training programmes = improve weakness
  4. scouts talent
  5. coaches make substitutes = higher standard of team = specific advice boost performance reduce injury risk
22
Q

negatives of technology for the coaches

A
  1. over emphasis = performance analysis data - only focus
  2. computers open to hackers = info obtained/exploited
  3. coaches interpret data wrong
  4. data doesnt always show true performance reflection
  5. coaches = over reliant on tech too focused on quantitative data rather than watching and making conclusions = lead to coaches not getting true reflection of performance if data interpreted incorrect