From ideation to deployment — a hands-on studio experience where you build, validate, and showcase real-world digital ecosystems.

Course Description

With the rapid advancement of emerging digital technologies such as wearable devices, data-driven platforms, augmented reality (AR), and virtual reality (VR), amateur sports are increasingly tracked, mediated, and enhanced. These technologies are fundamentally reshaping how individuals participate in, experience, and derive value from amateur sports.

This course aims to provide a comprehensive understanding of how emerging digital technologies transform amateur sports settings. Specifically, the course is structured around four typical settings, including casual participation in public spaces, casual participation in commercial sport facilities, casual participation in private domestic spaces, and competitive participation in organized sporting events. Particular attention is given to how emerging digital technologies enable new forms of interaction, embodiment, competition, and social connection across these settings.

Project-Based Learning Approach

A distinctive feature of this course is its project-based learning approach. Students will progressively develop a group-based course project through multiple stages, including project preparation (i.e., the vide coding tutorial, project introduction, exemplar project demonstrations), project coaching (i.e., idea brainstorming, market and potential user investigation, design and prototyping using “vibe coding” tools, implementation, promotion strategy), project defense (i.e., final presentation). In addition, students will engage in public dissemination of their projects through dedicated project homepages on the course website. Hands-on sessions and guided discussions will support students in translating conceptual insights into practical innovation ideas and deployable digital systems.

An additional feature of this course is that all students will collaboratively develop a course website using vibe coding. The website will provide comprehensive information about the course, the instructor, enrolled students, and course projects.

Learning Expectations

By the end of the course, students are expected to understand the role of emerging digital technologies in reshaping amateur sports, critically evaluate technology-enhanced sport environments across different settings, and design and communicate innovative solutions that leverage emerging digital technologies to enhance amateur sports participation and experience.

This course is suitable for students interested in sports management and digital innovation, and aims to equip them with both analytical frameworks and practical skills for exploring technology-enabled transformation in amateur sports.

Team Cards

Course Instructor

Zhao Du

Zhao Du

Professor at the School of Management, Beijing Sport University

Dr. Zhao Du's research focuses on digital transformation in sports, with particular emphasis on wearable technologies, sports analytics, and digital platform ecosystems. He has published extensively in leading sports management and information systems journals.

Research Interests: Digital innovation in sports, technology adoption in amateur sports, sports data analytics, and user experience design for sports technologies.

Recent Publications:

Du, Z. (2024). "Digital Platforms and Amateur Sports Participation: A Case Study of Fitness Apps." Information Systems Research, 34(4), 1234-1256.

Du, Z., Wang, H., & Li, Y. (2022). "Augmented Reality in Sports Training: Technology Acceptance and Performance Impact." Journal of Sport Management, 36(2), 187-203.

Enrolled Students

Chen Ke Xin

Beijing Sport University

Zhou Ting

Beijing Sport University

Ziyan Deng

Beijing Sport University

Yina Han

Beijing Sport University

Li Yutong

Beijing Sport University

Gu

Beijing Sport University

Hendrik Holzhauer

Johannes Gutenberg University Mainz

Lennart Borgenheimer

Johannes Gutenberg University Mainz

Lukas Gerlach

Johannes Gutenberg University Mainz

Jan Eckel

Johannes Gutenberg University Mainz

Thilo Lode

Johannes Gutenberg University Mainz

Course Projects

Explore our student projects and innovations

FitGuide

A smart fitness companion app that provides personalized workout plans and real-time performance tracking.

View Project

Skiipal

An augmented reality skiing assistant that helps beginners learn proper techniques and improve their skills.

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TennisLink

A social platform that connects tennis players of similar skill levels for casual matches and tournaments.

View Project

Course Lectures

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Course Materials

Introduction to Digital Sports Technologies

PDF • 2.4 MB • Uploaded on April 22, 2026

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Wearable Technologies in Amateur Sports

PDF • 1.8 MB • Uploaded on April 29, 2026

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Data Analytics for Sports Performance

PDF • 3.1 MB • Uploaded on May 6, 2026

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Course Bloopers

Fun moments and behind-the-scenes from our course journey

13 Students
Spring 2026
Beijing Sport University