3.1.2.4 Use of guidance and feedback Flashcards

1
Q

Feedback

A

info from during/after a game
can be externally/internally
no of different forms each used at different stage of learning

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2
Q

Positive feedback

A

-what was good, tells player what is going well (motivates, combined with praise)

COGNITIVE (BEGINNER)

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3
Q

Negative feedback

A

-not pleasant - what is going wrong/correct errors/bad habits, more experienced = easier to act upon

AUTONOMOUS (small things not intrinsically picked up)

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4
Q

Intrinsic feedback

A

feedback from within (feel for movement) experienced - kinesthesis

EXPERT- AUTONOMOUS

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5
Q

Extrinsic feedback

A

from outside source (coach) advice of types of practice, methods of practice may be given

ASSOCIATIVE (practising)
COGNITIVE

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6
Q

Knowledge of results feedback

A

has it been successful, did pass go to player, if successful do it again

AUTONOMOUS

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7
Q

Knowledge of performance feedback

A

reasons given why shot went in, concerned with technique &how it can be developed

ASSOCIATIVE
AUTONOMOUS (VISUAL, VIDEO)
COGNITIVE

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8
Q

7 ways to give successful/effective feedback

A
  1. relevant
  2. 3 or less pieces of info
  3. accurate & specific
  4. ASAP
  5. time = digest/modify
  6. appropriate goals/targets = help motivation
  7. given by someone respected by athlete
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9
Q

If feedback used wrong

A

Discourage and de-motivate performer

Used correctly = speed up learning act as motivation

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10
Q

Guidance

A

often used in addition to feedback
enhance learning
offer assistance

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11
Q

Visual guidance

A
  • mental image
  • demonstration = allow practice
  • different angles
  • key points highlighted, reinforce= retention

e.g. a beginner learning a seat drop in trampolining (can see how performed = mental image)

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12
Q

ADV and DIS/things to consider of visual guidance

A

ADV:

  • specific weakness
  • mental image = replicate = technical correct

DIS:

  • copied incorrectly = detrimental
  • too much info = confused
  • time consuming
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13
Q

Verbal guidance

A
  • explanation of task
  • visual = highlight points
  • mental image
    e. g. coach giving technical reminder
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14
Q

ADV and DIS/things to consider of verbal guidance

A

ADV:

  • correct mental image
  • highlight points/prompts = correct action

DIS:

  • sometimes confusing, lose concentration if not brief/relevant/meaningful
  • language too complex (technical for beginner)
  • positive verbal = novice
  • detailed/negative verbal = expert
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15
Q

Mechanical guidance

A
  • artificial aid/equipment
  • prevents danger = try skills safely

e.g. a beginner swimmer practising front crawl wearing armbands (armbands/artifical aids)

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16
Q

ADV and DIS/things to consider for mechanical guidance

A

ADV:

  • confidence = no danger
  • disabled
  • kinaesthetic feel

DIS:

  • too much - can’t do it alone = dependent = motivate
  • interference with kinaesthetic feel
17
Q

Manual guidance

A
  • physical support to aid learning (coach own body)
  • forced response
  • help beginner guide through feel of movement

e.g. a coach supporting a gymnast to perform a hand spring off a box (physical support of coach = safer)

18
Q

ADV and DIS/things to consider of manual guidance

A

ADV:

  • danger
  • kinaesthetic feel
  • confidence = break down

DIS:

  • over used = bad habit = lose feel
  • injury without
  • coach close = off putting