exam revision Flashcards
direct approach
Coach orientated instruction model where the learner is given explicit instructions about skill execution and tactical awareness
constraint-based coaching
seeks to develop effective movement skills within a game context. Rather than focusing on mastering ‘textbook techniques’ and then attempting to apply them within a game, it places the learner in a game context as soon as it is practical to do so
explicit
learning that takes place as a result of direct instruction, where the performer is told what to do and when to do it
implict
learning through doing. The participants learn through completing a task.
individual constraints
Physical, psychological and behavioural characteristic of the individual performer
Can include: Height, Weight, Fitness, Motivation, Confidence, Decision-making skills, Learning styles
task constraints
External to body
Related specifically to tasks or skills (goal of task, rules guiding task performance, equipment)
environmental constraints
Characteristics of the environment in which the performance takes place
Can include physical characteristics such as: Climate Playing surface, Stadium lighting
Can include social factors such as: Influence of peers, Cultural norms
game sense
a method of teaching tactical awareness and effective skill performance through game constraints modification and the use of guiding, open-ended questions.
core elements of game sense
1 = Modified short-side games to simulate decision-making and movement skills.
2 = Coaches using questions for learning process
3 = Establish environment where learning occurs through problem solving
4 = Constraints are manipulated to emphasize a particular learning goal
5 = Four game categories:
- Invasion
- Striking/fielding
- Net/Court
- Target
open motor skill
skills that are performed in an environment that is constantly changing and is externally paced.
closed motor skill
skills that are performed in a predictable, self-paced environment.
discrete skill
Skills with a distinct beginning and end
serial skill
series or group of discrete skills strung together to create a more complicated, skilled action
continuous skill
Skills that have no distinct beginning or end
fine motor skill
delicate, precise movements that engage the use of small muscle groups
gross motor skill
movements involving the use of large muscle groups that result in a coordinated action
diminishing returns
as a performer becomes more competent in their skill performance and progresses to the latter stages of learning, there is a gradual reduction in the rate of improvement in skill performance in response to practice
practice distribution
the ratio between time spent actively practising and time spent resting during a practice session
massed practice
a form of practice in which there is little or no rest between repeat performances of a skill
distributed practice
a form of practice in which smaller practice time intervals are interspersed with rest periods
intrinsic feedback
Sensory information the learner receives directly from skill execution
visual
auditory
proprioceptive
touch
augmented feedback
information about a skill performance that comes from an external source.
knowledge of performance
feedback regarding how a skill is performed; assessing performance on the basis of process and skill technique
knowledge of results
information about the outcome of skill performance; information regarding the relative success or failure in regard to the intended goal of the movement skill
prescriptive feedback
points out the skill error and prescribes a strategy to correct it
descriptive feedback
gives an account of the learner’s skill performance and provides details of what they performed correctly and what they performed incorrectly
cognitive stage
The initial phase of learning of motor skill where the emphasis is on conscious understanding of the task requirements
characteristics of cognitive stage
- The performer makes many skill errors and struggles to understand they the errors occur or how to correct them
- Largely placed through trial and error
- Shortest of the 3 stages
- Improvement in skill performance tend to be rapidly early in the learning process
coaching in cognitive stage
- Performer must dedicate a considerable amount of attention to understand the skill
- Important for the coach to not overload his or her learners with information
- Feedback should be simple
- Performers benefit from watching repeated demonstrations of effective technique
- Verbal instructions should be clear and concise
- Coach should provide feedback on the relative success of the performance
associative stage
the second phase in the learning of a new skill in which movement patterns become more refined and consistent through practice
characteristics of associative stage
- Moves away from trail and error style of learning towards refining and replicating the required movement pattern
- Learner is able to perform the skill but need regular practice to eliminate minor errors
- Learner beings to understand why they make errors and starts to comprehend and adopt strategies to correct these errors
- They are able to pay more attention to the game environment as they require less attention to understand the skill
- Learner is able to interpret relevant cues in a game situation and selects the appropriate skill to perform
coaching for associative stage
- Coaches must provide regular practice opportunities
- The learner should be exposed to a more open competition environment where they learn to recognise important cues and develop their decision-making capabilities
- Coaches should continue to assist the learners to recognise why they have made an error and develop their ability to self-correct the error
autonomous stage
the learner can perform the skill almost automatically
characteristics for autonomous stage
- The skill is ingrained and second-nature to the perform with very little attention required for skill execution
- Performer is able to multi-task
- Performers become further aware of their competitive environment developing their tactical and strategic awareness and their decision-making capabilities
coaching for autonomous stage
- The coach should provide precise feedback to further improve skill execution
- Pay attention to keeping the performers motivated to further improve/refine their skill
- Use match stimulation to enhance statical knowledge and decision-making skills
variability
to the amount of change and uncertainty in an environment or in the performance of a skill.
blocked practice
a type of practice in which each skill component is practised repetitively as an independent block
serial practice
A form of practice that involves rehearsing different skills but in a fixed and relatively predictable sequence.
random practice
A form of practice that involves rehearsing a number of different skills in an unpredictable sequence.
deliberate practice
any activity that is undertaken with the specific purpose of increasing performance, requires cognitive and/or physical effort and is relevant to promoting positive skill development in a particular sport.
deliberate play
a form of sporting activity involving early developmental physical activities that are intrinsically motivating, provide immediate satisfaction, and are designed to maximise enjoyment. They are activities that are regulated by rules adapted from standardised sport rules and are set up and monitored by the participants themselves
fundamental motor skills
movement patterns that involve different body parts. They are the foundational movements to more specialised sports-specifc skills.
stages of qualitative movement analysis
preparation, observation, evaluation, error correction
preparation
Knowledge of the skill, Identify critical variables
observation
Correct viewpoint (lateral/anterior/posterior), Number of observations, Extended observation (fatigue), Game or practice
evaluation
Measure critical variables, Prioritise weaknesses
error correction
Select appropriate intervention, Provide feedback
frequency feedback
Refers to how often an external source (e.g. coach) provides feedback to the skill learner.
summary feedback
providing feedback after watching a series of skill attempts
faded feedback
High at the beginning of a practice session but progressively reduced the longer the session goes on
bandwidth feedback
a procedure for delivering feedback in which errors are given only if they fall outside some range of correctness
performer regulated feedback
feedback provided at the athletes request
coach regulated feedback
coach regulates the type and amount of feedback given to facilitate effective skill learning
timing of feedback
refers to when feedback is provided to the skill learner in relation to their performance.
terminal feedback
information that is given at the completion of a skill performance.
concurrent feedback
information that is given during a skill performance.
sociocultural influences on skill development
- family
- peers
- gender
- socio-economic status
- cultural beliefs/traditions
- local community
fundamental motor skills categories
object control (throwing, catching) , body control (tumbling, climbing), locomotive skills (running, jumping), aquatic skills (floating)
purposes of delivering feedback
motivates the learner, highlights skill errors, provides positive reinforcements
biomechanics
The study of the mechanical principals that govern human movement
kinetics
The study of forces that cause motion
kinematics
The description of motion
motion
Movement of a body’s movement against time
linear motion (translation)
motion that occurs either in a straight line or curved path
linear motion (translation): rectilinear
where all parts of a body travel in a straight line, at the same distance, in the same direction and at the same time
linear motion (translation): curvilinear
curved path of motion
angular motion
Rotation of a body around a central point/axis
mass
The quantity of matter found within a particular body
inertia
A tendency for a body to resist a change in its state of motion, whether that state is a rest or moving with a constant velocity
dynamic inertia
The tendency of a body in motion to stay in motion
static inertia
the tendency of a body at rest to remain at rest.
force
generated when one body acts upon another
unit of force = Newton (N)
N = m x a
Force = mass x acceleration
factors that contribute to force
gravitational force, drag, friction
gravitational force
A force that attracts any two objects with mass
friction
A force that arises when one object or body move across another, it always opposes motion. It plays a large part in changing the state of motion of an object or body
static friction
friction between two objects that are not moving
sliding friction
occurs when 2 objects slide over each other
rolling friction
when 1 object rolls across another object
fluid friction
friction by water
drag force (air resistance)
When an object moves through a fluid (a gas or a liquid) it will experience resistive forces that we call drag forces
form drag
Disturbed air that is created after an object experiences air resistance
effects of drag on objects
it causes the projectile to slow down and reduce its flight time and the resultant distance it travels
how can you decrease effect of drag force
velocity - lower the velocity = lower air resistance
mass - greater mass = lower air resistance
shape - objects considered streamlined will experience less air resistance than those that are not
surface area - lower surface area = lower air resistance
nature of the surface area -smooth surfaces decrease drag
momentum + formula
the quantity of motion of a moving body
mass x velocity
conservation of momentum
Whenever two bodies collide, the combined momentum of the two bodies is conserved (stays the same)
summation of force/momentum
In order to maximise the velocity of an object that is thrown, kicked or hit, then momentum must be generated sequentially from the segments closer to the centre of gravity and transferred to the segments further away from the centre of gravity it is also the timing, coordination and sequencing of multiple body parts to create the required amount of momentum
sequential force summation
The activation of body parts that are used in sequence to produce force
principles of force summation
Activating the stronger and larger muscles first
Using as many body parts as possible Enabling force to be generated over a greater time
Transferring momentum from one body part to another when at maximum velocity
The presence of a stable base for maximal acceleration of body parts to occur so that momentum can be transferred successfully from one body part to another
Ensuring appropriate follow-through is used to prevent unnecessary deceleration of body parts
impulse + formula
a product of the force applied to an object or body, and the duration it is applied for
force x time
how is impulse used to accelerate momentum of objects
The greater the impulse = the greater the momentum generated. For this to occur, the force (via a combination of mass and acceleration) should be applied over the longest period of time
Newton’s first law of motion (law of inertia)
An object will stay at rest or continue to travel in the same direction at a constant velocity unless acted on by an unbalanced force
Newton’s second law of motion (law of force and acceleration)
The rate of acceleration of a body is proportional to the force applied to it and in the direction in which the force is applied
Newton’s third law of motion (law of action and reaction)
For every action there is an equal and opposite reaction
distance
Path of a body as it moves from one location to another
displacement
Measure how far you finish from your start position in a set direction
speed + formula
the rate of change in distance
distance/time
velocity + formula
the rate of change of position of an object with respect to time
displacement/time
acceleration + formula
Rate at which the velocity of a body changes with respect to time
force/mass
projectile motion
An object or body that is launched into the air and affected only by forces of gravity and air resistance
factors that affect projectile motion
height, angle and speed of release
factors that affect projectile motion: height of release
If the angle and speed of release are constant. An object released from a higher point will travel further once released from a lower level
factors that affect projectile motion: angle of release
where maximal distance of a projectile is desired there needs to be an optimal angle of release to maximise the effects of both gravity and air resistance
In these instances the desired angle of release is 45 degrees Any deviation form this optimal angle will result in reduced distance. Some sporting situation require that the angle of release will be higher or lower than 45 degrees
factors that affect projectile motion: speed of release
The greater the force applied to the projectile = the greater the speed and further it will travel. All other factors being equal
moment of inertia + formula
A measure of an objects resistance to change in its rate of rotation
mass x (radius x radius)
angular velocity
rate of change of angular displacement
angular momentum
The quantity of angular motion possessed by a rotating body
conservation of angular momentum
a spinning body will continue spinning indefinitely unless an external force acts on it
angular distance
the total of all angular changes that result from an object or body part angle between the starting and finishing position
angular displacement
the change in the angle as an object rotates
stability
the degree to which a body resits changing its equilibrium
balance
the ability to control the state of equilibrium
equilibrium
When there are no unbalanced forces or torques acting on it
static equilibrium
the state in which body has 0 velocity and 0 acceleration
dynamic equilibrium
The state in which a body is in motion with a constant velocity
factors that affect stability/balance
Centre of Gravity, base of support, and line of gravity
centre of gravity
The theoretical point in an object at which its entire mass appears to be concentrated; also known as centre of mass and can be located outside your body
base of support
Area bound by the outermost regions of contact between a body and support surface
line of gravity
an imaginary vertical line passing downwards through the centre of gravity
first class lever
Have the axis as the central component that separate the force and (RAF/FAR) (No mechanical advantage or disadvantage)
second class lever
Have the resistance as the central component that separate the axis and force (FRA/ARF) ( Mechanical advantage (+1))
third class lever
Have the force as the central component that separates the axis and resistance (AFR/RFA) (No mechanical advantage (-1))
mechanical advantage
less effort is used compared to the amount of force produced
mechanical disadvantage
when the effort you put into the system is greater than the force produced
mechanical advantage of levers
Mechanical advantage = force arm (distance between the force and the axis)/resistance arm (distance between axis and the resistance)
difference in force required when mechanical advantage is less than 1 vs more than 1
If the force arm is longer than the resistance arm, then the mechanical advantage is deemed to be greater than 1, where the force that is needed to move the load is less than the force of the resistance. In other words, less effort is required to move the resistance. If it is less than 1, the force that is needed to move the load is more then the force of the resistance making more effort required to move the resistance.
weight
a force that is exerted on the body by gravity, it is directly proportional to the mass of an object.
torque + formula
A measurement of the force which cause something to rotate around a point
force x length
ATP-CP system: yield
limited yield
<1 mole of ATP for every CP molecule
ATP-CP system: rate
Explosive/Instantaneous
3.6mol/min
ATP-CP system: fuels
CP (creatine phosphate)
ATP-CP system: sporting examples
100m sprint, 50m freestyle, fielding events
anaerobic glycolysis system: yield
2-3 ATP per glucose molecules
anaerobic glycolysis system: rate
Fast
1.6mol/min
anaerobic glycolysis system: fuels
carbohydrates
anaerobic glycolysis system: sporting examples
400m sprint, 100m freestyle
aerobic glycolysis/lipolysis system: yield
38 ATP per glycogen molecule
441 ATP per triglycerides (147 per FFA)
aerobic glycolysis/lipolysis system: rate
Glycogen 1.0mol/min - Medium
Triglycerides <1.0mol/min - Slow
aerobic glycolysis/lipolysis system: fuels
Fats, Carbohydrates, Proteins
aerobic glycolysis/lipolysis system: sporting examples
800m, 1500m, marathon, triathlon
ATP-CP system: fatigue/limiting factors
Limited fuel stores, CP depletion
anaerobic glycolysis system: fatigue/limiting factors
Accumulation of metabolic by products: H+ ions,
aerobic system: fatigue/limiting factors
Fuel depletion of glycogen
Thermoregulatory fatigue
ATP-CP: by-products
Creatine, Pi, ADP
anaerobic glycolysis: by products
Lactate, H+ ions, ADP
aerobic: by-products
CO2, H2O, heat
best suited recovery: ATP-CP
Passive, At the end of the activity, breathing rate is above normal and during this passive recovery time ATP and CP within the muscle are being rebuilt during the time of excess post-oxygen consumption
passive recovery times of ATP restoration
50% of the ATP and CP is restored within 20 seconds
70% of the ATP and CP is restored within 30 seconds
75% of the ATP and CP is restored within 40 seconds
87% of the ATP and CP is restored within 60 seconds
Most of the ATP and CP intramuscular stores are replenished within approximately 3 minutes
best-suited recovery: anaerobic
active