27 courses with the subject SRM, each shown exactly as we captured it from the college's catalog, with every element we hold. Where the wording looks broken, that is our reading of the catalog, not the college's text.
SRM 1110Introduction to Sport and3
Recreation Management: Explores the fundamentals of business and management in the sport and recreation fields. Examines many aspects of sport and recreation management from management strategies, marketing, program planning, risk management, advertising, budgeting, and financial planning. Discusses a wide variety of sport and recreation-related careers. Fall, 3 hours lecture and discussion,
Management: Introduces the history of competitive gaming and continues with an exploration of its emerging ecosystem. Covers the complexities involved in understanding the dynamics of the eSports industry and all of its stakeholders from gamers to billion-dollar media companies. Explores each element of the value chain regarding the inter-operations of all companies included in the landscape of eSports. Examines the navigation of the structure of eSports leagues, teams, players, gaming publishers, tournament operators, media and affiliate organizations. Utilizes relevant projects, market analysis and critical thinking to understand management approaches that have succeeded and failed with recent eSports ventures. Covers baseline skills in eSports 254 Keystone College streaming, broadcasting, marketing, public relations and written communication. Includes an experiential learning component that allows students first-hand experience in analyzing the marketplace and helping local eSports companies with various eSports related tasks. 3 hours lecture and discussion, 3 credits. Online only; not offered every year.
broad overview of the games industry. Covers the state of the industry, the societal impact of games, and the fundamentals of game creation. Explores the different genres of games and improve their understanding of the heuristics and aesthetics of play. This course requires no prior knowledge of game design or programming. 3 hours lecture and discussion, 3 credits. Online only; not offered every year.
Provides a sequential model for sports and recreational program planning, developing philosophies and goals, designing program needs, group leadership, problem solving, risk management and safety, and program facilitation, implementation, and evaluation. Spring, 3 hours lecture and discussion,
Students in the course will develop the strategies and skills necessary for effective athletic and recreational facilities and event management. Areas of discussion for facilities management include fields, floors, lighting, equipment, traffic flows, safety concerns, legal issues, basic planning and design, and scheduling. Areas of discussion for event management include event conceptualization, budgeting, sponsorship, marketing and promotion, risk management, and pre-, day-of, and post-event planning and evaluation. Fall, 3 hours lecture and discussion,
from a social and cultural perspective. Emphasizes examining how the institution of sport is a microcosm of American society, reflecting society’s major cultural beliefs, and how the organization of sport reflects that of society. Fall, 3 hours lecture and discussion,
students with background in the legal system, constitutional law, contract law, tort law, risk management, product liability, and administrative and statutory law as it pertains to sport, recreation, and fitness. Explores pertinent topics such as coed competitions, anti-trust laws, equal opportunities, and Title IX. Fall, 3 hours lecture and discussion,
with an in-depth view of marketing practices, procedures and operations as they pertain to professional, college, and recreational sport organizations. Familiarizes students with the challenges of fundraising, sponsorships, merchandising, sport consumer demographics, and behavior. Explores the role of the media, promotions of special events, and venue and event management. Spring, 3 hours lecture and discussion,
non-sport specific coaching principles from youth sports through the collegiate level. Includes the growth and development of players, the psychology of coaching, risk management techniques, program administration, and social and ethical issues. Students will explore coaching as a career (both full-time and part-time). Examines practice and game philosophies. Fall, 3 hours lecture and discussion,
principles of tourism, the growth of the industry, and the importance of tourism to the national economy. Explores the impact of television and the Internet on the tourism industry and takes an in-depth look at the consumers who travel for sport and recreational opportunities. Fall (every other year), 3-hour lecture and discussion,
history, current status, trends, and management of outdoor recreation opportunities and resources, as well as the role in society they 255 Keystone College play. Examines the relationship of outdoor recreation and natural resources, especially the environmental impact of recreational pursuits on the resource base. Fall (every other year), 3 hours lecture and discussion, 3 credits. SRM/HIST 3160 Modern Olympic History: Traces the historical arch of the modern Olympic Movement. Students learn of modern Olympic Founder Pierre de Coubertin, the significance of Kwvotavtivov Zarrac, on the formation of the modern Olympics, the mass commercialization of the Olympics, and the multitude of political intrusions that have largely soiled the perceived idealistic underpinnings of the international sporting festival. Fall, 3 hours lecture/discussion, 3 credits. SRM/HIST 3180 American Sport History: Explores American history through the lens of sport, from the colonial era to the twenty-first century, focusing on the social significance of various athletic activities in terms of race, class, and gender. Topics include, but are not limited to: sport and games in the colonies; sport in the Civil War; sport, race, and civil rights; sport and social distinction; the birth of big-time professional sport; and women, Title IX, and the NCAA.
ENGL 1110 and 1125. Spring (every other year), 3 hours lecture and discussion, 3 credits. SRM/PSYC 3190 Sport Psychology: Introduces the fundamental concepts of sport psychology and current research trends, focusing primarily on issues surrounding athletic performance. Covers topics dealing with both individual and team performance; the connection between mental and physical health; coping with injuries; parents and the psychology of young athletes; and other pertinent topics. Prerequisites: SRM 1110 or PSYC 1110. Spring, 3 hours lecture and discussion,
SRM 3165Security Management
SRM/HIST 3180 - American Sport History SRM/PSYC 3190 - Sport Psychology
Show Planning: Examines conventions which is a major way in which games are marketed to consumers. Covers shows like the Tokyo Game Show, PAX and E3 attract audiences ranging from 60,000 – 300,000 and serves as one of the best opportunities for game studios to generate excitement and favorable word-of-mouth for upcoming projects. Examines how successfully executing a company presence at one of these shows requires a working understanding of budgeting, goal-setting, demo creation, logistics, staffing, merchandising, and ROI evaluation, all
Administration: Students in this course will focus on recognizing and analyzing the functions and structure of athletic administration, mainly focusing on National Collegiate Athletic Association programs. Spring (every other year), 3 hours lecture and discussion,
Focuses on seven areas of ethical conflict commonly present in real-world experiences of SRM professionals: the roots of sport ethics; fair play; genetic and pharmaceutical enhancement; gender equity and dis/ability; self- esteem and physical education; commercialism and exploitation; and marketing danger. Each topic will connect ethical theory to real-world experiences which are applicable to real-world decision-making protocols as a result of reading, analyzing, discussing and debating the chapter content in the required text. Spring,
Athletics: Studies the bodies that govern both professional and amateur sports. Examines the organizational structure, authority and influence of various governing bodies on sport and recreational activities; including, but not limited to, High School Athletic Associations (PIAA), the NCAA, the NBA, Professional Baseball, the NFL, the NHL, the US and International Olympic Committees and FIFA World Cup Soccer. Fall, 3 hours lecture and discussion,
relationship of travel and tourism to sport and recreation, and the historical development of the resort recreation concept. Examines many aspects of resort property operations, the ecological and technological changes occurring in resort management, and the impact of time shares on the industry. Thoroughly discusses concepts of leisure activities for a variety of ages. Fall (every other year), 3 hours lecture and discussion,
the gap between the classroom and the workplace for new sport and recreation managers. Includes skills for upper 256 Keystone College management in the field including strategic planning, finance, human resources, decision making and techniques for working with boards and trustees. Students will work with “real world” case studies. Fall, 3 hours lecture and discussion,
Provides instruction on the structure, function, role, and effects of the media in the sport industry by providing a study of the principles and fundamentals of sport information and media relations. Students will develop and produce promotional, crisis intervention, and news-oriented material in the course.
innovations in recruiting and data analyzing tactics utilized in the field of sport analytics. Coverage of sports include hockey, basketball, baseball, football, soccer, eSports, and more. Students gain experience and information in building a case for analytics through experiments, summaries, and hands-on projects to support decision-making in the field. Students explore the skills and ideas to create analytics and utilize various technologies pertaining to database management systems. (every other year), 3 hours lecture and discussion.
the Publisher: Examines how the role of a publisher in the games industry is to ensure that a game can get in front of its audience successfully. Covers a publishers’ considerations of a variety of distribution strategies and channels. Explains the role of a publisher in game distribution and details the various channels by which a game can be distributed. Prerequisites: SRM 1120 and 3120. 3 hours lecture and discussion, 3 credits. Online only; not offered every year.
practicum at an approved site must be completed to fulfill graduation requirements in the SRM curriculum. Approval for the internship must be granted by the program director prior to beginning the experience. Prerequisite: SRM 4135. Fall, Spring and Summer, 120 hours practicum, 3 credits. Open only to degree seeking students.