C.2.1 + C.2.2 Flashcards

1
Q

what is motor learning

A

the process of aquiring motor skills, a set of pattern of movements required for skilled action.

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2
Q

What is a skill

A

A skill is a specific action that has been learned through practice, they are more mesaurable, develops through training and learning

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2
Q

What is an ability

A

An ability is something you are born with (inate) and gives you the capacity to perform skills. They are difficult to measure/quantify, and difficult to teach; they are acquired without formal instruction.

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3
Q

Perceptual motor abilities

A

they are awareness of the body during movement, and coordinating sensory info with movement. ex.

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4
Q

Motor abilities

A

are the ability to use muscles in certain ways

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5
Q

Learning vs Performance

A

Performance is a temporary display, it can fluctuate and be influenced depending on stress and is an immediate result. Learning is stable over time and is long term and develops gradually. The relationship between the two is that if someone is performing better, it means they are learning

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6
Q

What are individual factors in skill learning

A

motivation/desire to learn, difficulty of the task, amount of prior training, not everyone learns at the same rate, age, coaches’ teaching style,

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7
Q

Linear Pedagogy

A

Based on information processing model, Progression of increasing difficulty through cognitive stages,
Improving proficiency means a reduction in cognitive processing (you have to think less),
Movement skills should be simplified to make learning more complex skills easier,
Teacher-centered

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8
Q

Non linear Pedagogy

A

Based on the ecological dynamics model,
Exploratory learning, individualized movement solutions,
Learning should take place in contexts that mimic performance (learn by doing and experimenting),
Teachers find ways to support the learner by changing various aspects (individual, task, environmental) to best fit the learner,
Learner-centered

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9
Q

what is the information processing model

A

This model views motor learning as a process of recieving iturpruting and responding to info

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10
Q

Key components of the information processing model

A
  • input = sensory info from the environment
    decision making = comparing the incoming information with long term stored memories and decides on an appropriate action.
    output = the execution of a movement
    feedback = the outcome of the movement is evaluated and the info is used to adjust future actions

ex. A tennis player sees an approaching ball (input), decides to perform a forehand stroke (decision-making), executes the stroke (output), and assesses whether the shot was successful (feedback).

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10
Q

Ecological model (non traditional)

A

Emphasizes the relationship and interaction between the individual, task and there environment. It assumes that learning is exploring and adapting to constraints of a task and enviroment, movement isnt preplanned but develops according to the interaction with the indivudal task and environment, the perception of the environment directly influences motor actions.

ex. A soccer player adjusts their dribbling style based on the uneven surface of the field, the position of opponents, and their current energy levels, without pre-planning every movement.

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11
Q

Components of the Ecological Model

A

Individual - The learner’s characteristics (flexebility, strength, experience etc)
task - the specific goal or activity being performed
enviroment - external conditions or constraints (weather etc

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12
Q

Implications for coaching and training foe the information processing model

A

Effective for breaking down complex movements into simpler components, particularly for beginners. Feedback is deliberately given to correct errors.

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13
Q

Implication for coaching and training foir the ecological model

A

Emphasizes variability and real-world scenarios, helping athletes develop skills that are adaptable and robust under changing conditions.

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14
Q

Exteroceptors

A

provides info from outside the body like visual or auditory

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15
Q

Interoceptors

A

provide information about the position of the body and limbs. chemoreceptors, baroreceptors, propreoceptors

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16
Q

singna;ls

A

important sensations

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17
Q

Long-Term Memory (LTM)

A

No limitations. Information must be rehearsed to pass from STM to LTM. Retrieval is sometimes difficult

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17
Q

Detection of a signal depends on:

A

Individual’s sensitivity to the signal or experience (d’, d-prime)
Bias on detection. When arousal is low it can be missed (error of omission) or while arousal is high it can be made up made up (error of commission)

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17
Q

Sensory information store

A

Where temporary sensory info is stored for about 0.5 secs

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18
Q

STM

A

90% lost in 10 seconds.

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19
Q

Single-channel theory

A

there is so much information being presented, we can only deal with one thing at a time.

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20
Q

Selective attention

A

focusing on only important/relevant information. All sensory information enters the short term memory, but only information being focused on passes to long term memory.

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21
The cognotive phase of learning
trying to understand instructions. Learner will find (or use) ways to make directions more clear/simple. Takes a lot of cognitive thinking and concious thought
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The associative phase
uses practice to help develop and perfect a skill. Starting to pit strings togethere and sort of get it but it still doesnt come easy like muscle memoruy. Lots of trial and error starting to gain frequency
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The autonomous phase
when the learner can perform a skill with little mental effort.
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Positive learning curve
The more you do it the faster u improve
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linear learning curve
Rate of improvement remains constant
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Negatvie learning curve
Rate of increase will eventually plateu it will start fast as you learn but then as learning slows the skill level will just plateu
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S shape learning curve
Combination of all little improvement rapid improvement then plateu
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Motor Program
A motor program is a set of muscle commands that result in movement - Multiple motor programs cans be combined to make an executive motor program (such as a triple jump)
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generalized Motor Patterns
Generalized motor patterns – fundamental movements (running, jumping, striking)
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Subordinate motor patterns
variations of generalized motor patterns. More fine-tuned and specific, often requiring timing and precision (hitting a baseball, throwing a knuckleball, . Learning progresses from generalized to subordinate for sport or skill specific purposes.
31
Open-Loop control
a skill being performed that isn’t affected by feedback (feeling of the body). Takes place when the movement happens very quickly and it cannot be changed once it starts due to the speed of the movement. Swinging a baseball bat for example, once you have done it uve done it. Generally used for fast movements
32
Closed-Loop control
A skill that adjusts itself to varying conditions by feeding output information back as an input and can be altered mid-movement. These are slower movements like being on a balance beam. Triggered by perceptual trace where the memory of past performances triggers a response to a stimulus. Can be gathered through kinesthesis, proprioception and external feedback.
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Recall Schema
- initiates movement - slecting and executing motor commands - based on prior experince and knoweldge ex. a basketball play deciding how much power to use in a free throw
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Recognition Schema –
- evaluates the movement - detecting erros and refining technique - realtime sensory and outcome feedback ex. adgjusting shooting technquee after missing a shot in basketball
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Reaction time
- the time taken for the introduction of a stimulus to the completion of the action required (reaction time + movement time)
36
what is a fgacotr in reaction time
the main factor affecting the speed of reaction is the number of choices the individual has to make
37
Intrinsic Feedback
- Comes from the athlete’s own senses (proprioception, vision, touch, balance). - Occurs naturally during or after the movement. Example: A gymnast feels their body position during a flip and adjusts mid-air.
38
Extrinsic Feedback
- Provided by an external source (coach, teammates, video analysis, equipment). - Helps athletes refine their technique beyond what they can feel themselves. - Example: A coach tells a swimmer they need to extend their stroke for better efficiency.
39
Ecological Dynamics Theory
-movement is continually reorganized (dynamic) due to surrounding events of the objects of environment, rules, and others (ecological). - Movements happen as a result of interaction between the athlete and their environment Involves quick decision making rather than explicit directions from a coach. (same thing as eco model just the theory thats behind it)
39
Dynamical Systems Theory
Motion doesn’t arise through simple commands, but as a complex interaction of many muscles/bones.
39
Self-Organization
- organisation of components according to environment and constraints. You don’t need to think about giving specific commands to your body (like move your eyes to the left), they typically do it on their own when necessary.
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degrees of freedom
The interacting parts of the body are degrees of freedom. Meaning they are parts that can act on their own in different ways within the body.
40
Adaptation
- Continuous reorganization of degrees of freedom to adjust to changing situations. - This could be changing which skill you are using due to changes in competition in an athletic event; it could be changing to new environmental factors. - Adaptations are the ability to make new decisions on more relevant perceptions. e.g decision making in a team like switching from offense to defense and vice versa as the game moves between having the ball and not
41
Perception-action coupling
- the connection between information an athlete observes happening and how to respond to it. - This is fast processing that an athlete doesn’t really need to think about. - Helps athletes identify the most relevant information to their current actions and how to respond to it. E.g: intercepting balls in games, surfaces (icy conditions), crosswinds, positional changes by team mates or opposition players
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AFFORDANCES
opportunities or possibilities for action offered by the environment and based on past experiences, learning and development.
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Constraints-Led Approach
- New behaviors resulting in the body, mind, and environment all interacting. - Learning is generally non-linear, and should be considered when performance is assessed, practice is structured, instructions are delivered, and feedback is provided. - Various aspects of learning cause more rapid increases or breakthroughs, while others may cause momentary setbacks (like injury or learning new skills).
44
Postives to non linear
Non-linear pedagogy can help foster intrinsic motivation to learn and achieve and can provide specifically designed learning. Non-linear learning and performing is intertwined rather than separate in linear learning THEN performing.
45
positives to linear
- Linear learning separates major movements into smaller pieces to be mastered then reassembled while nonlinear has larger movements learned at once. Practice should look and feel like competition
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Positive transfer
prior training improves performance ex. training squats to be able to jump higher
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Zero transfer
prior Training has no effect or correlation on the new skill ex. training hoe to spot in open water swimming as opposed to pool swimming neither helps eachother
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The Psychological Refractory Period
- When a second stimulus is initiated, reaction time (to the second stimulus) is significantly slower. The additional time required is known as the psychological refractory period. The second stimulus isn’t processed until the end of the first reaction time. Has applications for sports where decision making depends on another period (such as a basketball defender responding to the movements of an offensive player).
47
Negatvie trasnfer
prior training harms performance ex. training tennis but the same hit would hit the back or side wall in squat
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Skill to skill transfer
When an existing skill helps master a similar skill Throwing a ball to throwing a javelin; typing on a keyboard to playing a piano
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Practice to performance
Transfer skills from training to a competitive environment Any practice to competition; running on a treadmill to a running race.
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Abilities to skills
Using an ability to help master a skill Using innate sense of balance to train for a balance beam performance
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bilateral
Transferring a skill from one side of the body to the other Learning to breathe to a less preferred side in freestyle swimming
50
principles to skills
Using knowledge to apply to physical movement Watching videos of more advanced athletes or plays to apply to ones own performance
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stage to stage
A progression of learning a larger skill or more complex version of a sport Learning different strokes after learning to swim; 3-on-3 basketball to full basketball
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Concentration
the intentional direction of mental effort to current situation
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Selective attention
ignoring distractions while focusing on important information
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Divided attention
the ability to multitask, do more than one action at the same time
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Focus
is the central point of your attention e.g where a ball is at a certain point in time
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Concentration
is the ability to perform with a clear and present focus e.g keeping your mind on the game and not other thoughts
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Internal distractors
distractions that result from within the self e.g daydreaming, feelings of anger or frustration.
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External distractors
irrelevant information that results from outside the self such as sounds, sights, or other sensations that diverts attention e.g crowd noise, flash photography, officiating decision, weather. Tend to be auditory or visual.
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Controlled Distraction
Identifying distraction sources helps focus on an individual task Adjusting performance so that distractions are controlled (as best they can be)
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Controlled Distraction Techniques
Deliberate Decisions - intentionally making the decision to be focused on specific, controllable aspects of the movement e.g a sprinter focusing on an explosive start out of the blocks instead of the final placing in the race Performance Goals - behavioural outcomes that direct attention to task-relevant information around desirable outcomes e.g golfer might select a target on the fairway, plan the first shot considering the second, visualize the ball in flight. Trigger Words - words that help direct focus to singular task, e.g. “balance” when performing a somersault on the beam Routines - doing the same actions prior to every task to help combat negative thoughts and reduce cognitive load Mental Practice – Visualizing/imagining a task being done to help identify possible distractions or other events
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Broad External
used to rapidly assess a situation e.g ice hockey player assessing the defensive positioning of the opposition
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Broad Internal
used to analyse and plan e.g developing game plans, tactics
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Narrow External
Focuses exclusively on one or two external cues e.g a table tennis player tracking the position of the opposition
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Narrow Internal
used to mentally rehearse upcoming performance or control psychological state e.g a gymnast mentally rehearsing a routine
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Level of arousal
is the amount of physical and psychological activation ranging from relaxed to intense. High arousal increases heart rate, breathing rate, and muscle tension. Associated with excitement, anxiety, and stress Different levels of arousal are required for different competition types. High for fast paced and strength, low for slow and relaxed where fine motor control is necessary.
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Attentional narrowing
is an involuntary focus of attention caused by high arousal. Often noise (irrelevant signals) gets ignored. Can be beneficial to filter out unnecessary information but can be detrimental if too much is filtered out.
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Low Arousal
At low levels of arousal, performance is typically poor because the individual may be under-engaged or not focused enough.
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Optimal Arousal:
As arousal increases, performance improves, reaching an optimal point where the individual is fully engaged and performing at their best.
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High Arousal:
Beyond this optimal point, if arousal continues to increase (e.g., anxiety or stress), performance begins to deteriorate due to reduced focus, coordination, or cognitive functioning.