Master's programme in Sports Technology
The programme is an interdisciplinary collaboration between KTH and GIH (The Swedish School of Sport and Health Sciences), Sweden's two leading actors in their respective fields of science. Sports Technology will provide a deep knowledge in the sport and technology field. The aim is to communicating skills for understanding and developing new technologies, both in measuring sports performance and in health care.
Sports Technology at KTH
The two-year master’s programme in sports technology provides an interdisciplinary background in sport science and engineering. This provides the best conditions for asking the right questions and finding the most exciting answers regarding measurement, simulation, and analysis of sport performance, health and medical care.
Technically, Sports Technology focuses on measurement, simulation, and motion and performance analysis. The programme also includes a block focusing on entrepreneurship, innovation and design. These blocks are complemented by a block of Sports Science, which is read at GIH. The programme consists of traditional engineering courses in electrical engineering, and mechanics to provide technical skills. A course in physiology to provide the medical/scientific breadth is included. The interdisciplinary nature of the programme ensures skills in cooperation and dialogue with different groups as well as the ability to handle social, economic and environmental issues.
Sports Technology involves choosing from an extensive selection of available courses followed by a degree project. Through project work, opportunities are offered to develop knowledge in formulating objectives and questions, seeking scientific literature and training presenting work both orally and in writing. These project works are often done in close collaboration with research and companies within the field.
Upon completion of the programme, the student should be able to influence and conduct improvement and development work in the field of sports technology. The labour market largely consists of small enterprises, specialised in specific products, and the expanding field also offers good possibilities to start one’s own business.
The education provides a good foundation for research studies in the field of technology and health.
This is a two year programme (120 ECTS credits) given in English. Graduates are awarded the degree of Master of Science. The programme is given at KTH Campus and KTH Flemingsberg in Stockholm by the School of Engineering Sciences in Chemistry, Biotechnology and Health (at KTH).
The labour market and society's needs of engineers with knowledge about how to measure, simulate and analyse human movements and achievements are enormous. Such knowledge gives the prerequisites for creating a sustainable society, where everyone can live a healthy and valuable life regardless of age and with different physical and mental conditions. Engineers with these skills will be required in several social sectors in sports, health care, rehabilitation and in several different types of technology companies.
The examples of technology companies that have a clear sports profile are extended and are becoming even longer. Some of the most famous companies are Suunto, Precor, Sports Tracker, Garmin, Silva, Adidas and Nike. Wearables in the form of training clocks, activity meters, cameras, etc. are a clear product range in which engineers from our master's programme will be able to provide essential and necessary knowledge.
In Sweden, there is a growing array of companies that operate in this area. For example, Race Fox makes sports analytics apps for skiers and runners, Qinematic who develops video analysis of human motor skills, and Challenge, which uses performance measurements to create challenges to inspire and motivate a healthier everyday life.
The knowledge students get through this programme will also be attractive in many other contexts. Other natural roads after a degree may include work assignments in ergonomics, design of disability aid, public health, healthcare, computer games industry, VR/AR, vehicle safety, etc.