FInal Flashcards

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1
Q

What does PYD stand for?

A

Positive Youth Develpment

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2
Q

What are the 3 P’s?

A
  • Performance (motor skills)
  • Participation
  • Personal Develpment
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3
Q

Examples of relaxed leisure activities

A

Hanging out with friends
Watching TV
Playing Video Games

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4
Q

Examples of contructive leisure activities

A

Sport
Music
Art

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5
Q

What is initiative?

A

The ability to be motivated from within and direct effort and attention to a challenging goal over time

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6
Q

Three elements that promote initiative in activities

A
  1. Intrinsically motivating
  2. Concerted effort towards a goal
  3. Occur over an extended period of time (regular involvement)
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7
Q

NRCIM

A

National Research Council and Institute of Medicine

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8
Q

Ontario Parks and Recreation High Five Program

A
  1. Caring Adult
  2. Oppurtunities to Play
  3. Oppurtinities to make friends
  4. Mastery of skills
  5. Participation
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9
Q

What are the 4 types external assets?

A
  1. Support
  2. Empowerment
  3. Boundaries
  4. Expectations
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10
Q

What are the 4 types of internal assets?

A
  1. Learning
  2. Positive Values
  3. Social Competancies
  4. Positive Identity
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11
Q

Vierimaa and collegues (2012) 4 C’s of PYD

A
  1. Competance
  2. Character
  3. Connection
  4. Confidence
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12
Q

What is the PAF?

A

Personal Assets Framework
- Elements that can be combined to deliver quality sport programs

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13
Q

What is deliberate play?

A
  • Activities desgined for enjoyment
  • Flexible rules
  • Set up by children or active adult
  • Children are less concerned with the outcome
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14
Q

What is deliberate practice?

A
  • Requires effort
  • No immediate rewards
  • Motivated by the goal of improving performance and not enjoyment
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15
Q

3 criteria of Early Specialization

A
  1. Participation on organized sports of practice for more than 8 months of the year
  2. Participation in one sport at the exlusion of others
  3. Participants are younger than 12
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16
Q

Results of Early Specialization - Physical

A
  • Dropout
  • Overuse injury
  • Injury
  • Failure to develop transferrable skills
17
Q

Results of Early Specialization - Psychological

A
  • Decreased enjoyment
  • Disapointment
  • Discouragement
  • Burnout
18
Q

Results of Early Specialization - Personal Development

A
  • Missed social opportunities
19
Q

When is early specialization considered neccessary?

A

When elite performance is required before pubery (ie. gymnastics)

20
Q

What is the difference between professional, intrapersonal and interpersonal knowledge?

A

Professional - teaching sport specific skills
Intrapersonal - openess to continued learning and self reflection
Interpersonal - connection with others

21
Q

How do peers negatively influence athletes?

A
  • Peers become a source of stress and anxiety during adolesence
  • Dependant on peers feedback
  • Negative feedback can change the dynamics
  • Poor performances are emphasized
22
Q

Decompetition definition

A

Athletes seek to display their dominance over their opponents
- view competition as war

23
Q

4 types of psychological needs for young athletes

A
  1. Emotional Support - comforting gestures during times of stress and anxiety
  2. Informational Support - advice and guidance in problematic situations
  3. Tangible Support - providing neccessary resources for kids to cope with events (time and money)
  4. Companionship - casual relationship or support network (deliberate play, spending time travelling to training
24
Q

Golden Rules of Flow

A
  • Elite athletes wont have it in lower competitions
  • Amatures wont have it in elite competitions
  • Need to strike a balance between your skills and the challenge in front
  • Flow keeps changing because you get better or worse at what you are doing over time
25
Q

Percieved Exertion

A
  • Subjective intensity of effort, discomfort and/or fatigue experienced during exercise
26
Q

Anticipation

A
  • Related to seeking out advanced cues and reacting quickly to these
27
Q

How do advanced players use advanced cues effectively compared to novice players?

A
  • Average players study different cues than advanced players
  • Average players differ from advanced players in the speed they process the information