3.1.2.4 Use of guidance and feedback Flashcards
Feedback
info from during/after a game
can be externally/internally
no of different forms each used at different stage of learning
Positive feedback
-what was good, tells player what is going well (motivates, combined with praise)
COGNITIVE (BEGINNER)
Negative feedback
-not pleasant - what is going wrong/correct errors/bad habits, more experienced = easier to act upon
AUTONOMOUS (small things not intrinsically picked up)
Intrinsic feedback
feedback from within (feel for movement) experienced - kinesthesis
EXPERT- AUTONOMOUS
Extrinsic feedback
from outside source (coach) advice of types of practice, methods of practice may be given
ASSOCIATIVE (practising)
COGNITIVE
Knowledge of results feedback
has it been successful, did pass go to player, if successful do it again
AUTONOMOUS
Knowledge of performance feedback
reasons given why shot went in, concerned with technique &how it can be developed
ASSOCIATIVE
AUTONOMOUS (VISUAL, VIDEO)
COGNITIVE
7 ways to give successful/effective feedback
- relevant
- 3 or less pieces of info
- accurate & specific
- ASAP
- time = digest/modify
- appropriate goals/targets = help motivation
- given by someone respected by athlete
If feedback used wrong
Discourage and de-motivate performer
Used correctly = speed up learning act as motivation
Guidance
often used in addition to feedback
enhance learning
offer assistance
Visual guidance
- 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)
ADV and DIS/things to consider of visual guidance
ADV:
- specific weakness
- mental image = replicate = technical correct
DIS:
- copied incorrectly = detrimental
- too much info = confused
- time consuming
Verbal guidance
- explanation of task
- visual = highlight points
- mental image
e. g. coach giving technical reminder
ADV and DIS/things to consider of verbal guidance
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
Mechanical guidance
- artificial aid/equipment
- prevents danger = try skills safely
e.g. a beginner swimmer practising front crawl wearing armbands (armbands/artifical aids)