Digital Innovation at Cycling

Using Virtual Platforms to Increase Youth Participation

The Digital Innovation in Cycling course, developed in collaboration with the Polish Cycling Federation, explores how digital tools and gaming platforms like Zwift are transforming the way cycling is promoted and practiced today.

Certifiers:

Polish Cycling Support Foundation
European Network for Innovation and Knowledge

Course description

The COVID-19 pandemic accelerated the growth of digital fitness and gaming platforms. As a result, virtual cycling has become a key opportunity to increase youth engagement in sport and to modernise communication strategies while also making cycling more accessible and inclusive. This course provides the knowledge and tools needed to take advantage of this trend. What You Will Learn In this course, you will:
  • Understand the relationship between virtual cycling and real-world cycling participation
  • Learn how platforms like Zwift can help engage younger audiences in sport
  • Discover strategies to promote cycling through digital innovation and gamification
  • Explore ways to overcome economic and social barriers to sports participation
  • Gain practical tools to implement digital solutions in cycling clubs and federations
Who is this course for? This course is designed for cycling federations and sports organisations, but also for coaches, club managers and sports educators. By the end of the course, participants will be able to:
  • Apply digital tools to increase cycling participation
  • Design strategies to engage young people through virtual platforms
  • Integrate online and offline cycling activities
  • Use gaming as a tool for sports promotion and development
Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them. Co-funded by the European Union

The COVID-19 pandemic accelerated the growth of digital fitness and gaming platforms. As a result, virtual cycling has become a key opportunity to increase youth engagement in sport and to modernise communication strategies while also making cycling more accessible and inclusive. This course provides the knowledge and tools needed to take advantage of this trend.

What You Will Learn

In this course, you will:

  • Understand the relationship between virtual cycling and real-world cycling participation
  • Learn how platforms like Zwift can help engage younger audiences in sport
  • Discover strategies to promote cycling through digital innovation and gamification
  • Explore ways to overcome economic and social barriers to sports participation
  • Gain practical tools to implement digital solutions in cycling clubs and federations

Who is this course for? This course is designed for cycling federations and sports organisations, but also for coaches, club managers and sports educators.

By the end of the course, participants will be able to:

  • Apply digital tools to increase cycling participation
  • Design strategies to engage young people through virtual platforms
  • Integrate online and offline cycling activities
  • Use gaming as a tool for sports promotion and development

Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them.

Co-funded by the European Union

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Fee:

0

Instructors:

Length

15 hours

Credits

2

Modules:

5

Languages:

EN

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