The present study required a three-phase process investigating the design of the wearable technology appropriate for use within an educational setting, the development of an appropriate software to support the pedagogical application of wearable technology in a tertiary educational setting, and finally the assessment of the end user’s confidence in and acceptance of wearable technologies in understanding biomechanical concepts.
2.1. Wearable Technology Design
The development of wearable sensors for the monitoring of athletes has seen accelerated development since the early 2000s, when the sensors were developed in a kind of arms race towards various Olympic games. One of these, in particular, was the sport of swimming, with Australia [
4] and the United Kingdom [
16] seeing development as a competition. Since that time, swimming has been the subject of a number of studies into the use of wearables [
17,
18,
19]. Swimming, in many ways, represents a kind of pinnacle of testing for groups implementing wearable sensors. An aquatic environment is harsh, with the smallest amount of drag being created having a negative effect on the adoption of wearable sensors within this sport. Swimming is well understood biomechanically and being largely linear in nature, it gives rise to a large number of metrics that the sport has adopted, such as race and split times, stroke counts and stroke length. These metrics are somewhat labor intensive to record, and require a number of different tools to quantify. Therefore, swimming is an ideal candidate for the automation provided when utilizing wearable sensors.
One of the greatest challenges in swimming and other sports is communicating and adoption by a largely non-technical audience. In this manner, many of the developed metrics, software and tools are required to be user friendly for their use and interpretation of data, as well as being relatable to the athlete [
20]. This was therefore a natural transition for the translation of current available tools into an educational context.
Many other sports today also utilize wearable sensors, giving a large pool of applications to engage people, as well as apply within an educational setting. The utilization of wearables, as previously outlined, allows individuals to emotionally connect with the technology and product due to personal interest [
10], which is seen as key to the adoption of new technologies [
21]. Sports using wearables include snowboarding [
20], athletics and the biomechanics of running [
22], cross-country skiing [
23] and team-based sports [
24]. Of these, running, walking, and jumping, which are the primary means of locomotion and enablers for many physical activities, were seen as the most natural ‘first base’ for technology translation into an educational tool such as the STEMfit software package [
25]. Briefly, the STEMfit concept evolved from a related project measuring physical literacy in school children. During this, it was quite apparent that many children had a disconnect with classroom activities, especially STEM-based subjects, but had a keen interest in learning about themselves. From these observations, we questioned whether combining self-interest, along with inherent interest in smart devices, and learning STEM could be possible. We decided, instead of developing complex technology or using high-end technology, to develop an end-user product that was readily available to the majority of teachers and students, i.e., wearable hardware and Excel-based software [
8].
Thus, from amongst a wider variety of available wearable technologies, from consumer-grade wearables, where raw data access was not possible, through to high-end specialist devices, we decided to use middle-of-the-road technology that was as easy to use as a USB stick, yet provided access to raw sampled data as the most appropriate and considered it to match the needs of the learning environment, stakeholder expertise and available technologies [
8]. The authors regard this as a beachhead to more sophisticated technologies in the future [
26]. Recently, we have scaled the concept to test efficacy in higher education environments. At this point, curriculum development means the software is not freely available. However, future plans for curriculum-designed products that include the STEMfit software will be available for uptake by learning institutions. An open-source version of the software is also being considered to run along side the teaching package.
2.2. Development of the STEMfit Software Programme
The development of any product, in particular technology, can come from the domain of the technology (as a technology push) or that of the intended end-user group (as a demand push) [
27]. There is often a large skill, interest and domain gap between these two groups. Therefore, it becomes quite a challenge for the developers of leading wearable technology sensors to develop something for school students as an educational tool. One approach to this is to conduct a customer-driven orientation, starting with a needs analysis of the student and various stakeholders [
8]; we found that the technological literacy of the end users and availability of technologies are key considerations. This need to be considered along with optimization and sophistication of the technology. For students, as end users, the computational environments available to them are less likely to be specialized high-performance environments (e.g., Matlab availability and understanding), and this needs to be considered. Further, resource availability in schools and university departments may be limited to comparatively cheap devices if they are to be utilized in high volumes, impacting on the consideration and design of wearable technologies and the associated software supporting the devices. Easy integration of the technologies is a vital component in the standard operating environment (SOE) of corporatized computing environments, where custom devices and software are unlikely to have special drives and software to be easily installed and maintained.