To meet the technology-integrated curriculum requirements of the LSTS/LSM program, VR applications will be used extensively across both classroom learning environments and off-campus instructional sites. Due to the nature of the program—youth sport, adaptive sport, facility planning, esports, community engagement, inclusivity, and applied fieldwork—students must gain hands-on experience with immersive technology in both settings.
Courses supported (400+ students annually):
• Introduction to Leisure, Sport & Tourism – LSTS 3010
• Foundations of Sport Industry & Esports – LSTS 3150
• Program & Facility Planning – LSTS 3530
• Disabilities & Diversity – LSTS 3380
• Youth Sport Programming – LSTS 4110
• Legal Issues – LSTS 4250
• Finance & Administration – LSTS 4540
• Organization & Administration – LSM 5540
VR apps support skill development in adaptive sport, inclusive program design, movement assessment, culturally responsive programming, risk management, youth engagement, esports applications, and evidence-based decision-making. They allow students to design and evaluate programs for diverse demographic groups, including youth, older adults, and individuals with varied cultural and physical needs.
Because LSM instruction occurs in both classrooms and off-campus teaching environments, all VR technology must be mobile, durable, and capable of supporting real-time instruction across diverse locations. Tablets and support equipment enable VR management, assessment, demonstration, and facilitation during:
• youth sport programs
• older adults sport programs
• adaptive sport activities
• community recreation programming
• facility and accessibility evaluations
classroom demonstrations and assessments