3.1.2.3 Principles and theories of learning and performance Flashcards

1
Q

*three stages of learning

A
  1. cognitive
  2. associative
  3. autonomous
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2
Q

*why is understanding which stage you are in important

A

-best method of training = coach understand

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3
Q

*6 factors of Cognitive stage of learning

A
  1. mental practice = basic understanding
  2. inconsistent & basic errors
  3. reliant on guidance/feedback (terminal)
  4. trial/error
  5. cant adapt to variety situations
  6. proportion of attention to completing skill
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4
Q

*6 factors of associative stage of learning

A

1-shift towards physical practice takes place
2-consistent but complex errors (large improvement)
3-personal understanding of key components
4-adapt = success various situations
5-balance conscious & autonomous control over skill
6-intrinsic &, positive feedback

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5
Q

*6 qualities of autonomous stage of learning

A
1-mental analysis (intrinsic)
2-successfully consistent basis
3-slight improvements/easy adapt 
4-total knowledge = few errors
5-little/no conscious thought 
6-concurrent (while performing) & negative feedback most effective
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6
Q

*learning plateau

A

no signs of improvement

performer is not getting better at task

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7
Q

*learning curve

A
  • visual representation
  • closed skill is performed repeatedly
  • over time by a novice
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8
Q

*6 causes of a plateau

A
  1. motivation
  2. boredom
  3. coaching
  4. limit of ability
  5. targets set too low
  6. fatigue
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9
Q

*6 solutions to a plateau/how coach may overcome it

A
  1. task extended
  2. new coach = performance increase/praise
  3. rest = avoid fatigue
  4. variety = avoid boredom
  5. concept of plateau explain
  6. feedback = increase performance and motivation
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10
Q

learning theories

A
  1. operant conditioning (skinner)
  2. observational learning (Bandura)
  3. Social development theory (vygotsky)
  4. cognitive/ insight theories (Gestalt)
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11
Q

operant conditioning:

A

S-R bond
conditioned = certain response = stimulus
e.g. 100 m sprint S=gun R=out of blocks

  • likelihood of response is dependant on strength of bond
  • weak link = response less likely
  • strong link = response more likely
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12
Q

getting desired behaviour

A
  • trial and error = develop correct response
  • reinforcement/punishment = speed up
  • strengthen S-R bond
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13
Q

reinforcement:

A
  • bond between a stimulus and response is established and developed
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14
Q

positive reinforcement

A
  • rewarding the correct response
  • usually extrinsic & can be tangible/intangible
  • strengthens S-R bond
    e. g. a well done from coach, clap from crowd

-used as we are all motivated to receive rewards we have drive to repeat action to gain reward again

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15
Q

negative reinforcement

A
  • removal of an unpleasant stimulus when correct response is given
  • likelihood that the desired response
  • strengthening S-R bond

e.g. telling someone haven’t tucked in chin during forward roll then they do it so don’t say anything

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16
Q

punishment

A
  • why used: something unpleasant, aims to reduce chance of action being repeated
  • different to reinforcement as it aims to break S-R bond so response won’t be repeated
17
Q

criticisms of operant conditioning learning theory:

A
  • no ‘why’ = demotivate
  • trial and error = bad habits = unlearning
  • alter response ?
  • every skill has a S-R bond relationship (unlikely)
  • -ve reinforcement/punishment for beginners?
18
Q

Social learning

A

‘learning by copying others’ because we wish to be socially accepted

-observational learning is a theory under ‘social learning’

19
Q

Vicarious experience

A

many people learn a new sporting skill through watching others and replicating their actions

20
Q

4 stages of observational learning:

A
  1. Attention
  2. Retention
  3. Motor reproduction
  4. Motivation
1,2 = receiving and processing info (perception)
3,4 = skill performance (psychomotor)
21
Q

Modelling:

A
  • learning a skill by copying others

- builds mental image

22
Q
  1. Attention
A
  • watch demonstration carefully (correct & not too long)
  • relevancy and status of model (concentrate few cues)
  • practice time
23
Q

how to get their attention

A
  • chunk info
  • highlighting cues
  • see
  • hear
24
Q

9 components of an effective demonstration:

A
  1. no overload (chunking information)
  2. can see and hear it
  3. relevancy of model to learner
  4. accuracy
  5. status of role model
  6. highlight cues
  7. grasping attention
  8. let them practice
  9. feedback
25
Q
  1. Retention
A
  • visual model remembered or performance not possible
  • mental picture of skill using imagery helps
  • watch demo few times to help retention
  • effective = change person
26
Q
  1. Motor reproduction
A
  • practice skill as soon as demo finished (each stage sufficient physical development be able to do it)
  • coach ensure physically capable
  • performer confident enough to perform skill
  • copy, attempt, repeat
27
Q
  1. Motivation
A
  • drive to learn
  • external rewards= early stages
  • relevance of skill helps determine this as will status of model
28
Q

Schema

A

generalised movement pattern stored in LT memory adapted changed broadened through the use of cognitive learning