chapter 1&2 Flashcards

1
Q

feedback

A
  • information the learner receives on performance or learning
  • information about success or failure of the preformance
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2
Q

transfer

A
  • ability to use and adapt previous learning

- the influence of having learned one skill on the learning of another

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3
Q

discrete skill

A

environment is changing

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4
Q

serial skill

A

putting together series of skills in sequence

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5
Q

closed skill

A

environment is constant and skill is preformed the same way

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6
Q

continuous skill

A

no arbitrary beginning or ending of skills together

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7
Q

knowledge of results

A

KR

-

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8
Q

knowledge of preformance

A

KP

-

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9
Q

associative phase

A

emphasis on temporal pattering and improvement of skill

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10
Q

learning

A

relative permanent change in behaviour resulting from practice/experience

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11
Q

psychomotor skill

A

unique contribution of physical activity and sport

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12
Q

cognitive theorists

A

stress holistic way of learning (personal meaning)

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13
Q

information model

A

stress internal cognitive process (use of information)

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14
Q

behaviourist model

A

stress the environment in shape behaviour (SR learning)

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15
Q

cognitive phase

A

uses information on how to preform the skill

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16
Q

automatic phase

A

reflected in skilful preformance where complete concentration is no NB

17
Q

motivation

A

disposition to engage in a particular behaviour

  • the process of instilling the desire to behave or preform that meets a need
  • process of getting an individual to behave in ways which satisfy a need or desire
18
Q

practice

A

repetition of an action

-designed to facilitate processing of motor information (develop skill)

19
Q

retention

A

degree in which learning is remembered overtime

20
Q

massed practice

A

lots of practice close together

21
Q

plateua

A

decline in rate of learning due to interest loss

22
Q

ALT physical eduction

A

the time the learner is engaged with appropriate level of dificulty

23
Q

distrubuted practice

A

the time between practice sessions

24
Q

learning model

A

input (S) some decisions making by learner and the output (R)

25
Q

reinforcement

A

events that increase the probability the behaviour will repeat

26
Q

repitition

A

over learning the movement