3.1.2.1 Skill, Skill Continuums and Transfer of Learning Flashcards

1
Q

Skill

A

The learned ability to bring about a predetermined result using the minimum time of effort / both

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2
Q

Key Characteristics of a skill

A

Aesthetically pleasing, Consistent, Efficient, Fluent, Accurate, Controlled, Economical

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3
Q

Motor Skill

A

Involves movement

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4
Q

Perceptual Skill

A

Involves interpretation of sensory information = hitting, catching

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5
Q

Cognitive Skill

A

Involves thought

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6
Q

Gross Motor Skill

A

Requires the use of large muscle groups

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7
Q

Fixed Practice (Set Drills)

A

Used for closed skill practice but can also be used with open skills. The learner practices a set task without any changes

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8
Q

Variable Practice

A

Practice the same task in multiple different ways. This improves the schema of the learner

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9
Q

Massed Practice

A

The learner practices the skill for long periods of time without rest

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10
Q

Distributed practice

A

Practice is spread out over periods of time to work for short periods regularly

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11
Q

Advantages of massed practice

A
  1. a highly motivated performer can cope with long practice sessions
  2. a simple task can be learned in one session
  3. used in later stages of learning when the performer has a long attention span
  4. early stages of learning, through trial and error the performer can stumble across the correct response
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12
Q

Disadvantages of massed practice

A
  1. Tiring, tedious, boring
  2. May lead to tiredness or de-motivation and lack of drive
  3. Not enough correct movements may de-motivate
  4. Overuse can lead to injuries
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13
Q

Advantages of distributed practice

A
  1. Early stages when the performers may be easily fatigued
  2. High energy demands
  3. Varied practice sessions
  4. A complex skill can be broken down into multiple practice sessions
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14
Q

Disadvantages of distributed practice

A
  1. Learning can be lost in long rest periods

2. De-motivation if the performer realises successful completion will take multiple sessions

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15
Q

Mental Practice / Rehersal

A

Practising a skill without actual physical movement by imagining movements or performance

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16
Q

Advantages of mental practice

A
  1. Create a mental picture of required performance
  2. Helps the performer selectively attend on particular aspects of performance
  3. Can concentrate on faults
  4. Repeated visualisation can improve memory of desired performance
  5. Can improve confidence
  6. Achieve desired state of arousal for optimum performance
17
Q

Disadvantages of mental practice

A
  1. Some performers can use it more effectively than others
  2. Some personalities can’t use it effectively
  3. Not easy to use in competitive situations
  4. Better to use with physical practice too not just on its own
18
Q

Gross Skill

A

Involves the use of large muscle groups

19
Q

Fine Skill

A

Involves the use of small muscle groups

20
Q

Discrete Skill

A

Has a definite beginning and end point

21
Q

Serial Skill

A

Several discrete skills joined together

22
Q

Continuous Skill

A

Has no definite beginning or end point

23
Q

Closed Skill

A

The environment is predicted, a self-paced skill

24
Q

Open Skill

A

The environment is unpredictable, an externally-paced skill

25
Q

Self-paced Skill

A

The timing of the movement is determined by the performer, closed skill

26
Q

Highly organised skill

A

Cannot be broken down into parts because it has a high timing element

27
Q

Transfer of Learning

A

The effect the learning of one task has on the performance of the second task

28
Q

Positive Transfer

A

Learning of task 1 has a positive effect on learning of task 2

29
Q

Negative Transfer

A

Learning of task 1 inhibits learning of task 2

30
Q

Zero Transfer

A

No effect

31
Q

Increasing Transfer

A

Increase similarity between practice and the game, make certain the basics are fully learned, increase the size of the practice situation, make the performer aware that transfer is possible

32
Q

How to reduce Negative Transfer

A
  1. Increase the similarity between the practice and the game
  2. Make certain the basics are fully learned
  3. Increase the size and variability of the practice situation
  4. Make the performer aware that transfer is possible
  5. Make certain the performer understands what is expected
  6. Direct transfer of learning