Final from Midterm 1 Flashcards

1
Q

motor program

A
  • used to execute movement
  • common language/ideas about organization/function of the motor system -> CNS, motor neurons, muscles and sensory organs
  • movement = programmed action
  • organized in advance, triggered to complete fully
  • carried out without modification from feedback
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2
Q

MP theory

closed- and open-loop

A
  • closed-loop: long duration, slow movements
  • open-loop: short duration, fast movements
  • motor control is a complex blend of both closed-loop and open-loop processes
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3
Q

evidence of MPs (5)

A
  1. studies of RT in humans
  2. experiments/case studied involving animals and humans in which feedback is removed
  3. studies of central pattern generators (CGP)
  4. impact on muscle activation when movement is unexpectedly blocked
  5. analysis of behaviours when humans attempt to stop or change an action
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4
Q

evidence of MPs - studies of RT

A
  • generally focused on limitations on stimulus identification and response selection stages
  • limitations of the motor/response programming stage provides insight about MPs
  • RT increases when: additional elements are added to an action, more limbs must be coordinates, or the duration of the movement becomes longer
  • when influencing the complexity of the skill, the increases duration is attributed to the motor programming stage
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5
Q

evidence of MPs - startled responses

A
  • RTs can be dramatically shortened
  • introducing a loud, unexpected acoustic signal usually produces typical startle indicators
  • prepared movements produced normally, but with RT up to 100ms shorter
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6
Q

Henry and Rogers experiment

motor skill complexity and RT

A
  • increase in RT attributed to additional time required to program the more complex movement
  • the number of movement parts + delay, movement accuracy effects, and movement duration all affect RT
  • mean RT increased thru different stages
  • complexity of response increased, more complicated movement pattern
  • didn’t need to choose response, goal was selected for us
  • motor programming is where the differences exist
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7
Q

evidence of MPs - deafferentiation experiments

A
  • severing (via surgery) an animal’s afferent nerve bundle where it enters the spinal cord, CNS no longer receives information from affected parts of the PNS
  • sensory information from the moving limb is not absolutely critical for movement production
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8
Q

central pattern generator (CPG)

A
  • CPG: centrally located control mechanism that produces mainly simple genetically defined actions (eg. walking)
  • in contrast, MP theory applies to learned skills (eg. riding a bike)
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9
Q

evidence of MPs - inhibiting actions

A
  • MP is released that:
  • is responsible for initiation of an action
  • serves to carry out the entire action unless a second stop signal program is initiated in time to arrest its completion
  • stop signal paradigm is method most frequently used for studying action inhibition
  • limb’s electrical muscle activity patterns unaffected for 100-120ms when limb is blocked by a mechanical interruption
  • supports idea movement activities are organized in advance/run unmodified for 100-120ms
  • point of no-return occurs at ~150-170ms before movement is initiated
  • supports idea that MP is released and initiates entire movement unless second MP initiated before the 150-170ms range
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10
Q

MP and the conceptual model

A
  • MPs operate in motor system , sometimes in with feedback, to produce flexible skilled actions
  • motor system concerned with ensuring intended action is generated + goal of movement (motor skill) is achieved
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11
Q

major role of open-loop organization

A
  • open-loop part of these actions provides the organization/instructions that feedback can modify:
  • define and issue commands to musculature (eg. force, duration)
  • organize the many degrees of freedom of the muscles and joints into a single unit
  • specify and initiate preliminary postural adjustments necessary to support upcoming action (anticipation)
  • modulate the many reflex pathways to ensure movement goal is achieved
  • most effective in stable, predictable environments in which the need for modification of commands is low
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12
Q

problems with MP theory

A

two major limitations of MP theory:
1. storage problem: how/where do we store the countless MPs needed for future use and how are they instantaneously retrievable?
2. novelty problem: how do performers produce truly novel movements if the MP isn’t already stored in memory?
- solution: a generalized motor program (GMP) who’s output can vary along certain dimensions to produce novelty and generalizability in movement

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13
Q

generalized motor program (GMP) theory

A
  • GMP underlies different classes of movements (eg. throwing, locomotion)
  • structured in memory with a defined temporal organization
  • variations in movement time (MT), and movement amplitude (A), and the limb used to represent the movement’s surface structure
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14
Q

invariant features of a GMP

A
  • GMP structure is characterized by its relative timing
  • can be measured by a set of ratios among the durations of various events in the movement
  • represents a movement’s deep, fundamental structure
  • remains invariant, and its structure difficult to alter
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15
Q

parameters added to the GMP

A
  • relative timing may be carried out with the different surface features (eg. duration, amplitude)
  • surface features are very easy to alter by parameter adjustment
  • parameters change only how the GMP is expressed at any given time
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16
Q

classes of actions - MPs

A
  • MPs are thought to be generalized to account for a class of action (eg. throwing, kicking)
  • parameters must be supplied to define the way in which the pattern is to be executed (eg. throwing with more or less velocity)
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17
Q

speed-accuracy trade-offs

A
  • slower skills are typically performed more accurately while faster are typically less accurate
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18
Q

Schmidt’s Law

A
  • describes why increasing the speed (decreasing MT) and/or distance (A) of a rapid movement task contributes to inaccuracy
  • relative contraction forces of the various participating muscles are a major factor in determining trajectory of the limb, inconsistency (variability) in these forces increases with increased force
  • more force is required to: move faster (decrease MT), and move further (A increases)
  • more force generates more variability, which causes the movement to deviate from the intended trajectory, resulting in errors, measure by effective target width (We), similar to VE
    = amplitude (distance)/movement time (time) = Distance/time = velocity
    We = a +b(A/MT)
  • at very high levels of muscular contraction (>70%): reducing MT can decrease spatial and timing error, because of this increased accuracy, adding inertial load to the movement can decrease error up to a point
  • an inverted-U relationship exists between spatial accuracy and force requirements, with least accuracy at moderate levels of force
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19
Q

linear speed-accuracy trade-off

A
  • vary the amplitude and movement time goal of the task
  • described by Fitts’ Law
  • closer target or slower MT = more accurate, further target or faster MT = less accurate
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20
Q

effective target width (We)

A
  • small We means they are more consistent, trials are focused in a small area
  • medium We means more variability
  • large We is the most variability, the trials are all over the place
  • a measure of spatial accuracy
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21
Q

movement amplitude and We

A
  • We decreases as the movement amplitude decreases from 30cm to 10cm, because the participant becomes more accurate and consistent at a shorter distance from target
  • more variability is seen with larger effective target width (We)
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22
Q

movement time and We

A
  • when we decrease MT from 200 to 140ms we see consistency and accuracy decreases
  • as we ask people to move quicker, they become less accurate and consistent
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23
Q

visual illusions

A
  • aiming at targets can be influenced greatly by the immediate visual environment
  • may not bean exception to speed-accuracy trade-offs because perceived target width does not predict observed outcomes, aiming errors were due to the participants perceptions of the targets
  • could be an exception to Fitts’ law because the actual target dimensions do not predict the observed outcomes, we would expect that if the target looks easier they would perform better
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24
Q

movement timing in skills with temporal goals

A
  • skills with purely temporal goals seem to follow somewhat different principles than those having purely spatial goals
  • decreasing MT has the effect of decreasing the timing error for skills with temporal goals, making movement more accurate in time, not less
  • such as in sports like baseball where the batter has to time it perfectly to hit the ball, decreasing MT may give more time for perceptual judgements to occur
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25
Q

initiating movement - the gunslinger effect

A
  • when participants move first, they tend to do so more slowly than when reacting to an opponent (who had moved first)
  • evidence from measures of peak velocity and time to reach peak velocity
  • perhaps different neural mechanisms for self-initiated and reactive movements
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26
Q

motor learning definition

A
  • motor learning is a set of processes associated with practice or experience leading to relatively permanent gains in the capacity for skilled performance
  • learning results from practice or experience, is not directly observables, and changes are inferred from certain performance changes
  • practice: deliberate attempts to improve performance of a particular skill or action
  • learning involves a set of processes in the CNS:
    1. increased automaticity, together with speed and accuracy, in analyzing the environmental and movement feedback information (stimulus identification)
    2. improvements in the ways actions are selected (response selection) and parameterized (movement programming)
    3. building more effective GMPs and effector processes
    4. providing more accurate and precise feedback
    5. establishing more accurate references of correctness
  • learning produces an acquired capability for skilled performance
  • learning changes are relatively permanent, not transitory
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27
Q

performance curves

A
  • plots of performance against practice trials
  • whether they increase or decrease with practice depends on the way the task is scored
  • the law of practice says that improvements are rapid at first and much slower later in practice
  • rate of learning = steepness of curve
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28
Q

limitations of performance curves

A
  • performance curves are not learning curves
  • between-subject effects are masked
  • within-subject variability is masked
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29
Q

retention tests

A
  • testing participant on the same task after a time interval
  • the longer the retention interval, the more performance is a true reflection of learning
  • discrete tasks with relatively large cognitive components are forgotten relatively quickly compared to continuous tasks
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30
Q

transfer tests

A
  • involve new variations of the practices skill
  • new speed or condition on practiced skill
  • different task altogether
  • allow sufficient time for the supposed temporary effects of practice to dissipate, the amount of time will vary depending on the nature of the temporary effects
  • evaluate learners agains in a transfer or retention test, with all groups performing under identical conditions
  • any differences observed in this transfer test are due to a difference in the relatively permanent capability for performance acquired during earlier practice
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31
Q

basic principles of practice

A
  • practice and repetition are not the same
  • what you learn depends on what you practice (specificity of practice)
  • provides activities that differentiate between performing and learning
  • improved capability requires a change in movement patterning
32
Q

effects of practice

A
  • practice can have numerous effects on the learner:
  • practice conditions can simultaneously have temporary and relatively permanent effects
  • can be positive or negative effect
  • practice is successful to the degree that it engages the entire conceptual model
33
Q

separating effects of practice

A
  • it is important to separate the relatively permanent practice effects (capability) from the temporary effects (performance):
  • enriching experiences, skills transfer over the long-term
  • more effective teaching strategies (feedback, assessment)
34
Q

transfer study design

A
  • essential features of transfer designs:
  • separate into experimental/control groups
  • allow sufficient time for the supposed temporary effects of practice to dissipate
  • evaluate learners again in a transfer or retention test, with all groups performing under identical conditions
  • any differences observed in a transfer test are due to differences in the relatively permanent capability for performance acquired during earlier practice
35
Q

transfer of learning

A
  • transfer, closely related to learning, is seen when practice on one task contributes to performance capability
    in some other task
  • defined as the gain or loss in the capability to perform one task as a result of practice or experience on another task
  • transfer can be used by instructors to break complex skills (criterion task) down into simpler elements for beginner learners
  • criterion task is the ultimate version or condition in which the skill learned is to be applied
36
Q

positive and negative transfer

A
  • positive transfer occurs when a treatment (eg. practice on another skill) facilitates performance over and above no practice
  • negative transfer occurs when a treatment degrades performance in comparison to those that received no additional practice
37
Q

specific/general transfer

A
  • specific transfer is a useful measure in cases in which the criterion for learning is performance on a specific task, measured by delayed retention tests on that task
  • for generalized transfer, transfer to relatively different activities is the goal, measure by some transfer test performed in the future that may involve a different task
38
Q

near and far transfer

A
  • near transfer is transfer of learning from one task or setting to another that is very similar, such as training free throws then testing jump shots
  • far transfer is transfer of learning where the eventual goal is quite different from that in the original practice setting
  • both are types of generalized transfer
39
Q

benefits of effective practice

A
  • relatively permanent changes in capability due to improvements in:
  • perceptual skills, tend to seek out more specific and narrowly focused info in perceptual display
  • attentional processing, as skill improves there is less attentional demand allowing two skills to be performed more smoothly simultaneously
  • reduced effector competition, moves learner closer to having a single MP that governs two actions
  • motor programs, developing one larger motor program instead of multiple small ones
  • error detection, makes learner more self-sufficient at correction errors and improving performance
40
Q

optimizing practice condition: factors we can control (8)

A
  • focus of attention (internal vs external)
  • distribution of practice
  • variability of practice
  • contextual interference (how variability is presented)
  • verbal information/feedback
  • motivating learners
  • vicarious experiences (observational learning)
  • mental practice
41
Q

focus of attention

A
  • survey of World Championship sprinters: 84% report coaches instructing internal focus
  • research consistently shows that external focus results in better reaction times, start times and overalls sprint times
  • novices and experts benefit from external focus, but the more proximal the better for novices
  • evidence: golf, soccer, throwing, juggling, piano, frisbee
42
Q

focus of attention: research example

A
  • suprapostural task
  • participants asked to balance on stabilometer
  • provided an object to hold
  • internal focus (hands) and external focus (object)
  • transfer test: no object
  • RMSE was consistently lower for those with an external focus
43
Q

distribution of practice research example

A
  • research example: javelin throws
  • two groups of high school girls practiced javelin ‘darts’ using non-dominant hand at a target 12ft away
  • each group had 34 practices: group A (massed) had 5x per week (6.8 weeks), group B (distributed) had 3x per week (11.3 weeks)
  • group A (massed) had greater improvement/performance (less VE) early at about 13 weeks
  • group B (distributed) had better performance from 24 weeks on
44
Q

distribution of practice: summary

A
  • distributed practice is better than massed practice for performance and learning, demonstrated among many skills (motor and cognitive skills)
  • massed: fewer benefits per time training, but less total time
  • distributed: most learning per time training, but gains more time
  • shorter rest periods tend to degrade practice compared to longer rest periods
  • temporal performance factor: fatigue -> learning? research shows short rest negatively impacts performance on transfer tests
45
Q

variability of practice

A
  • constant (blocked) practice: one variation of a task per practice session
  • variable (random) practice: many variations of a task within a practice session
  • blocked practice had better performance than random practice
  • random practice had better learning than blocked practice
46
Q

feedback classification

A
  • get non-movement feedback before performing task from info in our environment
  • movement-related feedback is divided into inherent and augmented feedback
  • inherent feedback are things that are integral to us, will always be there
  • augmented feedback is external feedback we receive supplemental to inherent feedback, divided into before, during and after movement
  • before movement augmented feedback: modelling, instructions
  • during movement augmented feedback: concurrent feedback, guidance
  • after movement augmented feedback is divided into movement outcome (KP) and goal outcome (KR)
47
Q

types of feedback

A
  • inherent feedback is information provided as a natural consequence of making an action; sometimes called intrinsic feedback
  • augmented feedback is information from the measured performance outcome that is fed back to the learner by some artificial means; sometimes called extrinsic feedback
48
Q

types of augmented feedback

A
  • knowledge of performance (KP): augmented information about the movement pattern, sometimes referred to as kinematic feedback
  • knowledge of results (KR): augmented information about the success of an action with respect to the goal, verbal
49
Q

functions of augmented feedback

A
  • motivate or discourage the learner
  • direct learner’s focus of attention
  • provides information about errors to be corrected
  • creates a dependency, potentially leading to problems later
50
Q

motivational properties of augmented feedback

A
  • indirect influence, eg KR encourages the learner to keep practicing, and the results of this additional practice are what influences learning
  • direct effect on learning, learning was facilitated by “good” feedback
  • eg. bean bag toss study, had participants do numerous tosses and couldn’t see target, got feedback on either their best or worst performances, those who got feedback on best performances had better scores on retention test
  • giving people autonomy to choose what trials they received feedback on led to better performance as well
51
Q

attentional focusing properties of augmented feedback

KR and KP

A
  • KR directs the learner to think about externally directed information
  • the information content of KP direct the learner’s attention to internally focused movement-related information, typically doesn’t lead to better performance except at beginning of learning or unlearning a GMP
  • use KP in early learning and then use KR as they get more experience and begin to perform at a higher level
  • feedback can be scheduled so that the most useful information content can be delivered without detrimental effects
52
Q

informational properties of augmented feedback

A
  • defines the basis for making correction on the next attempt
  • brings the performance closer to the values that characterize more-skilled performance
  • guides the learner toward the movement goal
  • helps the learner problem-solve
53
Q

dependency-producing properties of augmented feedback

A
  • when feedback that contains information for error correction is given frequently, it tends to guide behaviour toward the goal movement
  • guidance is fine when present, but the learner can also become dependent on the guidance, resulting in poor performance when the guidance is removed (guidance hypothesis)
54
Q

absolute and relative frequency of feedback

A
  • absolute frequency of feedback refers to the total number of feedback presentations given to a learner across a set of trials in practice, eg. 400 trials, 100 feedback, AF = 100
  • relative frequency of feedback refers to the percentage of trials receiving feedback, eg. 400 trials, 100 feedback RF = 25%
  • group that received more feedback demonstrated poorer learning
  • 50% group receive faded feedback
  • similar improvement between groups
55
Q

faded feedback

A
  • faded frequency is a feedback schedule in which the relative frequency is high in early practice and reduced in later practice
  • the instructor can tailor feedback to individual differences in capabilities
  • the ultimate goal is to generate the learner’s capability to produce the action on their own without a dependency on feedback
56
Q

bandwidth feedback

A
  • precise feedback indicating the amount and direction of the error is given only when the performance falls outside a range of acceptability
  • creates a “natural” fading of feedback
  • increased frequency of motivating feedback
  • withholding information on a set of trial that falls within the bandwidth fosters more consistent actions
57
Q

summary feedback

A
  • summary feedback is information about the effectiveness of performance on a series of trials that is presented only after the series has been completed
  • there is an optimal number of trials (5-20) to include in summary feedback reports, with either too few or two many trials decreasing learning
  • for novices: for more complex movements delays in feedback caused worse performance, but for simple movements, performed better with more trials in between
58
Q

how does summary feedback work?

A
  • summary feedback might prevent the dependency-producing effects of frequent feedback
  • summary feedback might produce more stable movements, more opportunity to solidify schema
  • summary feedback appears to encourage learners to analyze their inherent movement-produced feedback to learn to detect their own errors
59
Q

average feedback

A
  • average feedback is a type of summary feedback that presents a statistical average of two or more trials rather than results on any one of them
  • might block dependency-producing effects
  • allows the instructor to formulate a more complete idea of the learner’s error tendency
  • gives the learner more reliable information about what to change and how to change it
60
Q

feedback during movement

A
  • the information can be used to regulate ongoing actions by giving a basis for correcting errors and pushing the movement closer to action goals
  • concurrent feedback is augmented feedback presented simultaneously with an ongoing action
  • physically restrictive guidance techniques represent a large class of methods in which the learner is forced to produce the correct movement
61
Q

feedback after the movement

trials-delay feedback and intervening subject estimations

A
  • empty feedback delays almost never have systematic effects on learning, one exceptions is instantaneous feedback with similar effects to concurrent feedback
  • intervening activities of a different task generally degrade learning as measure on retention tests
  • trials-delay feedback:
  • a procedure in which the presentation of feedback for a movement is delayed; during the delay the learner practiced one or more trials of the same task
  • not detrimental and may be more effective for learning than presenting feedback after each trial
  • intervening subject estimations: performing skill, think of KP for themselves, then provide augmented feedback
  • learning is enhanced when processing of the inherent feedback occurs before augmented feedback is provided
  • the negative effects of presenting feedback on every trial can be reverse in retention when participants perform error-estimation
62
Q

three elements critical for almost any skill

A
  • perceiving the relevant environmental features
  • deciding what to do and where and when to do it to achieve the goal
  • producing organized muscular activity to generate movements that achieve the goal
63
Q

problem in the study of skills

A
  • fact that several components of a skill are studied by widely different groups of scientists, often with little overlap and communication among them
64
Q

response time

A

the total of RT plus MT, such as the amount of time for someone to react and press on the break while driving

65
Q

Donders’ Stages of Processing

A
  • according to Donders’ a simple RT (or A-type) requires only the process of stimulus detection, as the performer knows the response to make before the stimulus comes on
  • in a C-type or “go/no-go” RT task, the participant’s task is to not respond with a button press in these trials but to respond only when the specified stimulus appears, Donders reasoned that this task also required stimulus detection but in addition, this was requires that the participant perform a stimulus identification process, identifying that the stimulus was the specified one before responding. Hence the difference in RTs between the two tasks required the additional stage of stimulus identification
  • in B-type or choice RT tasks, which required participants to respond to one of the alternative stimuli with an appropriate key press, this task is similar to C-type task in that the stimulus must be detected and identified, but in addition, the B-task requires that the participant respond by selecting the appropriate key to press. Thus, compared to the C-task, the additional RT required to complete a B-response is caused by the insertion of a response selection stage
66
Q

population stereotypes

A

acting habitually due to specific cultural learning

67
Q

Adams and Dijkstra memory loss experiment

A
  • had blindfolded participants move a slide on a track from a start position to a mechanical stop and tried to repeat this movement after various periods of time
  • in two other conditions, the movement of the slide to the mechanical stop was repeated either 6 or 15 times, amounting to additional rehearsals of the movement-to-recalled
  • found that rapid forgetting occurred during the first 20s of the retention period, with further decreases occurring over the next 60s especially if there were no additional rehearsals provided
  • the addition of rehearsals reduced the amount of error due to forgetting over the retention intervals
68
Q

reflex-reversal phenomenon

A
  • the phenomenon by which a given stimulus can produce two different reflexive responses depending on the function of the limb in a movement
  • challenges our conceptualizations of a reflex as typically automatic, stereotyped and unavoidable response to a given stimulus
69
Q

speed-accuracy trade-off exceptions

A
  1. extremely rapid and forceful actions - very rapid and very slow movements have the most spatial accuracy
  2. targets are embedded in visual illusion - in perceptual judgements, actions that were made toward a target that appeared larger were more accurate than towards a smaller looking target, practice with perceptually larger targets led to more learning
  3. timing accuracy is the movement goal - when participants are asked to produce movements of a given distance with a reduced MT goal, lead to more accurate movements, halving the goal MT almost tends to halve the timing errors
70
Q

deliberate practice

A
  • effortful, oriented toward goal attainment, and actively uses augmented feedback to improve performance
71
Q

Fitts’ stages of learning

A
  • decide to consider perceptual-motor learning, with emphasis on both the perceptual and motor components involving skill acquisition
    1. cognitive stage - dominant questions concern goal identification, performance evaluation, what to do, when to do it, and how to do it, gains in proficiency are very rapid and large
    2. fixation stage - learner’s focus now shifts to organizing more effective movement patterns to produce the action, performance improves steadily, anticipation develops rapidly and learners begin to monitor their own feedback and detect errors
    3. autonomous stage - usually associated with expert performance, system generally program longer movement sequences meaning fewer programs need to be organized and initiated, decreased attention demands frees individual to perform simultaneous higher-order cognitive activities
72
Q

Bernstein’s stages of learning

A
  • identified stages of learning from a combined motor control and biomechanical perspective
    1. reduce degrees of freedom - goal is to reduce the movement of nonessential or redundant body parts by freezing degrees of freedom
    2. release degrees of freedom - learner attempts to improve performance by releasing some of the DOF, allowing for faster movement and greater accumulation of forces
    3. exploit passive dynamics - performer learns to exploit the passive dynamics of the body, movement becomes maximally skilled in terms of effectiveness and efficiency
73
Q

warm-up decrements

A
  • a psychological factors that is brought on by the passage of time away from a task and is eliminated when performance begins again
74
Q

part practice

A
  • works best with serial skills of long duration where the actions of one part do not influence the actions of the next part
  • the learner can devote more practice time to the troublesome parts without practicing the easier elements, making practice time more efficient
  • seldom useful for very brief, programmed actions, can even be detrimental
  • the more the components of a task interact with each other, the less the effectiveness of part practice
75
Q

whole practice

A
  • necessary when the interactions between parts of the whole skill cannot be practiced and learned in isolation
76
Q

physical fidelity

A

the degree to which the physical or surface features of the stimulation and criterion task themselves are identical

77
Q

psychological fidelity

A

the degree to which the behaviours and processes produced in the stimulator replicate those required by the criterion task