3.1.2.5 Memory models 3.1.2.5.1 General information processing model Flashcards

1
Q

DCR

A

Detecting important information from environment
Compare this with previous experiences
Recognise how to create the best outcome

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2
Q

3 memory stores

A
  1. Sensory memory
  2. Short term memory (7 +- 2)
  3. Long term memory

3 stores are linked = skills can be learnt rehearsed, retained and retrieved

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3
Q

General information processing model

A

info received from senses = stored/processed = fully utilised
store info in memory = recollection later
allows us to process previously experienced stimuli more efficiently

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4
Q

components of the general information processing model

A
  1. Input (senses) (receptor system = senses that pick up info from display) from display
    SELECTIVE ATTENTION
  2. Decision making (memory)
  3. Output (actions) (effector mechanism)
  4. Feedback
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5
Q

Input

A

info picked up by senses
Display
receive info coded by receptors from internal (proprioceptors) and external senses

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6
Q

display

A

info received from sporting environment using your senses

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7
Q

kinesthesis

A

inner sense gives info about body position and muscular tension

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8
Q

receptor system

internal vs external senses

A

internal:
1. sight and
2. auditory
(proprioceptors: in muscles and joints - senses that provide internal info relating to movement from within body)

external:
3. balance, 4. touch, 5. kinaesthesis
(perception movement)

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9
Q

decision making

A

info = selective attention = relevant parts display

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10
Q

selective attention

A

filtering relevant info from irrelevant info gained from senses

higher lvl = better as confident in ability and see important cues from senses

amateur = difficult cant block out noise from large crowd - arousal higher

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11
Q

output

A

SA and decision made = physical movement

success of output depend on how correct relevant info stored in memory is

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12
Q

feedback

A

allows learning to occur
feedback received on success of performance
any weakness in technique = identified and improved upon
strength = kept and used again

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13
Q

information processing

A

methods by which data from environment are collected and utilised

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14
Q

perception

A

process of coding and interpreting sensory information

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15
Q

Whiting’s information processing model

A

individual processes information around them = formulate a response
(acknowledge info from env and chose best decision)

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16
Q

7 stages of Whiting’s Info processing model

A
  1. input (env/display) (sporting env faced with different sporting actions
  2. receptor organs
  3. perceptual mechanism
  4. translatory mechanism
  5. effector mechanism
  6. muscular system output data
  7. feedback (info whether to alter = improvement of future skill)
17
Q

receptor organs

A

info from display taken in by sensory organs e..g vision or sound

18
Q

perceptual mechanism (detection phase)

A

process info gained by sensory organs ensure relevant info is retained using SA

inexperience = wrong info (irrelevant)

19
Q

translatory mechanism (comparison and recognition phases)

A

involve decision making processes, info is compared to previous experiences = decision made

adapting and comparing coded info to memory = decision made

20
Q

effector mechanism (nerves)

A

network of nerves that sends coded impulses to muscles = movement
(muscular output) decision made,
motor neurones = message for movement passed from brain to muscles

21
Q

muscular system output data

A

muscular system can physically respond in manner suggested by effector mechanism

22
Q

working memory (WM)

A

central control centre = central executive

information = working memory = LTM via a memory trace

relevant info received = SA= working memory -> LTM coded info = future storage/use
relevant info = WM = produce memory trace
LTM trace compared to info stored in LTM -info back to WM = use current sporting situation
memories work together = 2 way process = compare info and make decision

23
Q

working memory model

A
Baddeley & Hitch 
central executive 
phonological loop (auditory/sounds) 
visuospatial sketchpad (sight/visual) 
episodic buffer (short term memory) 
all link to LTM
24
Q

memory trace

A

initial mental idea of the skill

25
Q

central executive

A

control centre of working memory model
3 other sub systems = control info in/out of memory system

overall control over information entering and leaving the working memory

prioritises what the working memory attends to through selective attention = control over other 3 components = component can also store info but has limited capacity

26
Q

sub systems

A
  1. phonological loop (deal with auditory info from senses and help produce memory trace
  2. visuospatial sketchpad (used to temporarily store visual and spatial)
  3. episodic buffer (co-ordinates sight, hearing and movement info from working memory into sequences to be sent to LTM
27
Q

phonological loop

A

deals with auditory info from senses helps produce memory trace ->LTM
split into:
1. phonological store (inner ear, speech perception spoken words1-2secs)
2. articulatory control system (inner voice, speech production, rehearse/store verbal info from phonological store)

= trigger motor programme or images (contain component of skill) =movement

28
Q

visuospatial sketchpad: (inner eye)

A

temporarily store visual and spatial info
retrive info stored in LTM = enable relevant previous image to be displayed
process info on feel of movement
visual cache = info on form and colour
inner scribe = spatial & movement info sporting
displays & manipulate visual and spatial info held in LTM

29
Q

episodic buffer

A

co-ordinates sight hearing and movement info from WM into sequences to be sent to LTM = motor programme
-info from LTM adding it to STM (hold info temporarily)

30
Q

7 methods to improve selective attention

A
  1. key stimulus - more intense
  2. optimal arousal levels
  3. point relevant/irrelevant stimulus
  4. provide varied relevant experience
  5. training with distractions
  6. mental practice
  7. positive comments (rewarding = awareness of important info)

effective = increase reaction time and decision making time

31
Q

features and functions of memory system

A

WM initiates action = send memory trace
WM = limited capacity (7 items, too much = important info lost/disregarded) = selective attention limits
WM = limited time scale (30s before info lost or used)
important info stored in LTM in form of motor programme, LTM = large capacity and store info for lifetime

32
Q

motor programme

A

more permanent trace of skill

consisting of all components that make up skill