Augmented Feedback Flashcards

1
Q

Inherent feedback

A

feedback naturally available when performing a skill (eg. seeing ball miss basket and feeling arm move wrong)

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2
Q

Augmented feedback

A

information provided about the task that is supplemental to, or augments, inherent feedback

  • added to sensory info already there
  • must come from an external source
    (eg. score in gymnastics)
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3
Q

Is augmented feedback essential?

A

Depends on characteristic of skill
1 - augmented feedback can be essential for skill acquisition; person cannot use inherent feedback
2 - augmented feedback may not be needed for skill acquisition; augmented feedback is redundant with inherent
3- augmented feedback can enhance skill acquisition; certain motor skills can be learned without it, but will be learned faster/at higher level with augmented feedback
4 - augmented feedback can hinder skill learning; learner becomes dependent on feedback

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4
Q

Errors vs. correcting performance

A

either tell performers what errors that were made OR tell performers how to correct their performance

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5
Q

sandwich approach

A

(+)(-)(+) encourage, tell them what they did wrong (error), then “keep up the good work” - knowing what you did wrong is more helpful than getting told you were right

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6
Q

knowledge of performance

A

information about patterns and actions of movements that you did

  • could be casual comments by teacher or coach
  • could be complex feedback by computer
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7
Q

examples of knowledge of performance: verbal

A

verbally telling performer what they did

  • descriptive: explain what they did wrong
  • prescriptive: explain how they should fix it
  • biggest problem” deciding appropriate content (prescriptive is useful for new learners; should breakdown skill in skills analysis)
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8
Q

examples of knowledge of performance: video

A
  • context of skill you’re already good at
  • research shows that just watching yourself in a video isn’t good enough: best results when watching is paired with correcting cues
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9
Q

examples of knowledge of performance: movement kinematics

A

strongest learning effects when KP is presented with kinematics about optimum performance; hard data and numbers

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10
Q

examples of knowledge of performance: biofeedback

A

eg) heartbeat biofeedback for rifle shooters

eg) EMG biofeedback for post-stroke feedback

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11
Q

knowledge of results

A

augmented information about the movement outcome

  • only get the outcome
  • qualitative and quantitative (beginners focus on qualitative)
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12
Q

concurrent feedback

A

feedback given during skill

  • could actually make it worse than if no feedback was given
  • directs attention away from intrinsic feedback
  • only positive when intrinsic feedback is very low (ie. biofeedback)
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13
Q

terminal feedback

A

feedback given after a skill

  • most successful if give 10-20 seconds after the skill is complete
  • performer must learn their own intrinsic feedback first, so a delay is beneficial
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