Confidence Flashcards
Self-efficacy is a self-confidence in a
Specific situation
Self-confidence is the belief that they can:
Win or perform well
Confidence arouses positive emotions which allow the athlete to:
Remain calm Be assertive Concentrate Focus on important aspects Realistic goals Increase effort Devise strategies
4 factors to self-efficacy:
Performance accomplishments
Vicarious experiences
Verbal persuasion
Emotional arousal
Performance accomplishments are:
Past experiences
Successful = greater SE
Failures = ‘snowball effect’
Implications for coaching for PA:
Vital for coaches to make sure the athlete achieves success even if this means changing previously agreed goals that may be seen as too ambitious
Vicarious experiences consist of:
What has been observed in others performing a similar skill at a similar standard
Implications for coaches for VE:
Make sure that demos and perfect examples that are the same or not far from the individual’s ability
Verbal persuasion is :
Verbal encouragement - provide SE if the person giving encouragement is of high status to performer
Can take the form of positive self-talk
Emotional arousal is:
Perceiving physiological arousal as indicating emotion
Strategies to increase self-efficacy:
Ensure PA through manipulation of environment
Effective goal setting
Encourage use of cognitive techniques to gain control of their mind
Routines
Imagery and visualisation
Extrinsic motivation
causes of reduced SE:
1) coach’s goal setting become too outcome-orientated rather than performer orientated
2) feedback from coach = negative
3) external rewards are restricted to the ‘best’ performers
Social facilitation concerns how people other than the performer can:
Influence the performer’s attitude and behaviour
Presence of others can be positive =
Social facilitation
Presence of others can be negative =
Social inhibition
Facilitation leads to:
High arousal to improve performance
Highly skilled extrovert
Inhibition leads to:
High arousal which reduces performance
Novices whose skills are not well-learned
Introverts
Skills that require greater concentration
Social facilitation and inhibition effects increase in proportion to the extent to which we:
Perceive those who are watching us are evaluating us
2 types of audience:
Passive others (audience) Interactive others (competitors)
Co- actors are a passive form of audience involved in the same activity as the performer but not competing directly:
Officials
Other teammates
Helpers
Factors affecting performance:
Audience size Audience proximity Intentions of audience Skill level/task difficulty Personality Task type
Zajonc’s theory states that the presence of others creates arousal, which then affects performance negatively of the skill is:
Poorly learnt
If a skill is well-learnt, zajonc’s model stats that arousal causes a:
Correct response as it is dominant
Evaluation apprehension explains that an audience is:
Perceived as evaluation performance - causes anxiety
Zajonc found that the presence of others enhances the:
Emission of dominant response
Zajonc linked social facilitation to Hull’s drive theory- the presence of others:
Results in an increase in drive or arousal level
Zajonc if the correct response is dominant, increased drive benefits performance. If it is incorrect then it:
Hinders performance
Baron’s distraction-conflict theory states that:
If attentional focus is disrupted then they are disrupted from their task
Audience and evaluation apprehension can act as distraction
To reduce distraction-conflict:
Performer should practice in distracting circumstances and practice switching attentional focus
Home-field advantage:
Crowd may be judged as supportive or hostile (causes anxiety)
Playing at home= familiar, limits anxiety
Strategies to cope with evaluation apprehension:
Stress management
Mental rehearsal
Selective attention
Training with an audience present
HFA - the more crowd support a team receives the better they perform. Can create:
Functional assertive behaviour in the home team causing them to play more aggressively
HFA- audience can have a negative effect on visiting team due to feedback which can invoke:
Anxiety causing them to perform beneath their capabilities
For away games somatic and cognitive anxiety levels should be higher and self confidence should be:
Lower
HFA: In very important games what effect occurs:
Choke effect
Home teams may still lose as:
Stadiums are large and hard to fill: makes the crowd look and sound very spread out and small - lack of support
Crowd relatively far away - less influence on the players
Pressure becomes too high
How can the crowd affect HFA:
More supportive crowd of home team the better the team’s performance
Bigger the crowd the more likely the HFA
More hostile the crowd is to visiting team the greater the audience’s effect on HFA
Crowd’s influence may have on officials
HFA - distance travelled to an away fixture has an effect
On the outcome of the match