Final Flashcards

1
Q

What is functional equivalence?

A

shared neural substrates underpinning overt (movement) and covert (motor imagery and action observation) processes

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2
Q

what are the perceptual-motor elements of the task?

A

implicit (non-verbalizable) motor plans, potentially via action simulation

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3
Q

What is the first hypothesis for these CI effects?

A

Elaboration hypothesis

-random practice = increased distinctiveness of movements in memory

-variation allows learner to appreciate unique features & contrast/elaborate

More distinctive -> more durable/better memory -> more easily retrieved

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4
Q

What are the 3 reasons for breaking down whole skills into smaller parts?

A
  1. Efficiency in practice

-learner can spend more time mastering difficult components of “whole task”

gymnast practicing just the dismount off the bars

  1. ease of practice

-learner might not yet be capable of completing whole task

novice swimmer learning butterfly practices dolphin kick independent of arm stroke

  1. Good technique/prevent injury

-learner has risk of injury without “correct” technique

pitcher in fast pitch makes sure they don’t overextend on the follow through

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5
Q

What are the 3 commonly used part practice techniques?

A
  1. Fractionation: one or more parts of a skill are practiced separately (just ball toss, just legs butterfly)
    AAAA, BBBB, CCCC, DDDD
  2. Segmentation/chaining: one part of a skill is practiced for a time, then second part added etc, until the entire skill is practiced (gymnastic vault)
    A, A, AB, AB, ABC, ABC, ABCD
  3. Simplification (shaping): complexity of some aspect of the skill is reduced (lower net)
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6
Q

What are some examples of simplification?

A

to reduce difficulty/attentional demands without changing the movement goal:

  1. reduce object difficulty (making ball bigger so kid can catch it)
  2. reduce speed
  3. sequencing skill progressions (t-ball-> pitching machine -> pitcher)
  4. simulators and virtual reality (can simplify certain features)
  5. physical guidance
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7
Q

Why do people use guidance methods for motor skill learning?

A
  1. learner knows the look and feel of correct movement (enhance sensory reference)
  2. reduce the risk of injury (for potentially dangerous skills)
  3. “errorless practice leads to errorless learning”
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8
Q

What are 3 reasons passive physical guidance is not the best learning aid?

A
  1. No errors in guided movement - hence no opportunities for error detection and corrections
  2. Lack of transfer specificity across practice conditions because practice and test conditions are different (with then without guidance)
  3. Learner becomes over-dependent on guidance if it is always available - “Guidance Hypothesis” (guidance acts as a crutch)
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9
Q

What are 4 reasons why people still use physical guidance despite dependency properties?

A

early in learning: physical guidance can help make “difficult” tasks do-able

  1. encourages engagement/prevents discouragement
  2. Give some idea of goal movement
  3. Frees attention for other task components
  4. Safe (prevents large or catastrophic errors)

but should be used sparingly with a faded schedule

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10
Q

What is challenge?

A
  1. Individualized: based on the individual, interacting with the task/skill (functional task difficulty)
  2. Information-based: can be thought of as amount of novel “info” available (uncertainty)
    -situation gives challenge if it requires the learner to get new info, otherwise you don’t really have to think bc you already know
  3. Dynamic/changing: “optimal” zone promotes long-term learning but it is continually shifting
  4. Specific to conditions of transfer/competition
    -match to whatever the transfer task is
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11
Q

How to increase challenge?

A
  1. variable/random practice conditions (higher cognitive demands)
  2. uncertain and unusual conditions
    -racquet/ball size, field size # opponents
    -switch positions, watch from different angles
  3. reward learning, not performance
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12
Q

What does augmented feedback do?

A
  1. Adds to a performer’s naturally occurring intrinsic feedback
  2. Provides information about the movement or movement outcome
  3. Often from an instructor/external person but can be from video or any device (fitbit HR steps etc)
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13
Q

What are the functions of augmented feedback?

A
  1. Motivational role
    -provides a reward function “good job”
  2. Attention-directing role
    -directs attention (internal/external - or to specific features)
  3. Informational role
    -primary role
    -provides error/accuracy information “too much rotation)
  4. Dependency role
    -creates dependency/reliance on the info
    (guidance hypothesis, acts as crutch)
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14
Q

What is knowledge of performance (KP)?

A

-Information about movement quality/form (kinematics)
-not about outcome

“You dropped your shoulder on the serve”
“Keep your arm pointing at the target on the follow through”

-not about the environmental goal success (exception: aesthetically judged events where form is the goal = grey area)
-quality of the movement pattern

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15
Q

What are the cons of KP vs KR?

A

-can be too much information (overload)
-often directs attention internally/to the body (rather than external effects)
-may be too prescriptive (tells the performer what needs changing)/discourages ‘active’ problem-solving which can lead to better learning

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16
Q

Why is bandwidth feedback more effective than feedback every trial?

A
  1. results in reduced frequency of feedback, preventing dependency (guidance)
  2. frequency of being “correct” increases with practice, potentially increase motivation
  3. increases consistency by limiting “maladaptive” (unnecessary) corrections

-correcting small errors and changing technique between trials, instead of trying to repeat and stabilize
-especially relevant if ur a novice, where you dont need “sensitivity” (precision) in feedback as no motor proficiency yet

17
Q

What are all the various techniques for alleviating effects of FB and “guidance”?

A

-reduced frequency of feedback
-fading feedback
-bandwidth feedback
-summary feedback
-terminal feedback vs. concurrent
-increased KR delay
-self control of FB

18
Q

What is mental chronometry?

A

if actual and imagined actions are functionally equivalent, they should have similar timing characteristics

18
Q

Why should we intersperse demonstrations with blocks of physical practice when teaching new motor skills?

A
  1. more likely to engage learner in active problem-solving
  2. provides learner with rest between trials of physical practice
  3. could also help activate MNS during observation, encourage simulation
18
Q

What is cognitive-effort hypothesis?

A

trials become repetitious, monotonous or boring; low engagement/concentration/mental effort

18
Q

What is fatigue hypothesis?

A

fatigue can impair quality of practice (eg. cause learner to practice incorrect movement patterns)

19
Q

What is the double step reaching task?

A

requires individuals to adjust movements after the development of a motor plan

20
Q

What are cognitive-spatial elements of the task?

A

goal/reference of correctness: knowledge of that the task should look, sound, and/or feel like