Infomation Processing Flashcards

1
Q

stages of information processing

A
  1. input - performer uses senses to pick up info on environment
    - 2. decision making - makes decisions based on all info collected by senses - uses selective attention + memory system
  2. output - skill processed
  3. feedback - receives info on skill
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2
Q

input stage

A
  • first stage
  • uses senses to pick up info on sport environment (display)
  • might include; condition of pitch, court, crowd, ball, officials + teammates
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3
Q

external senses used

A

sight - pick up flight of ball or position of opponent
auditory - may hear a call from teammate or referees whistle.
- collected by receptor systems.

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4
Q

internal senses used

A

touch - feel for grip on ball or feel of the springboard.
balance - setting feet before basket ball free throw improves accuracy
kinesthesis - uses intrinsic info about position or orientation of body

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5
Q

decision model

A
  • second stage of info processing
  • decision made based on all info collected from senses
  • use of selective attention + memory system
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6
Q

selective attention

A

a filtering process that identified the info needed for a performer + disregards less important ones
e.g. badminton players focus on shuttle instead of crowd.

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7
Q

developing selective attention

A
  • through experience
  • developed by coach + performers
  • need to focus on stimulus
  • make ball brighter so easier to focus on
  • improved motivation aids process
  • rewards once motivation increased = performer more alert to important info
  • mental practice aids process
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7
Q

benefits of selective attention

A
  • can improve reaction time
  • focussing on relevant info improves chances of correct decision
  • helps memory have better memory function
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8
Q

Whiting’s model

A
  1. environment = contains info needed to perform
  2. display = info available from environment
  3. receptor system = use of 5 senses to collect info from display
  4. perceptual mechanism = filters relevant info by process of selective attention.
  5. translatory mechanism = compare relevant info perception to an action
  6. effector mechanism = sends coded info to muscles
  7. muscle system = muscles pick up impulse + begins contraction
  8. output = response begins
  9. feedback = during + after response.
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8
Q

DCR - perceptual stage

A

3 aspects;
- detection = has performer picked up relevant info
- comparison = trying to match info with something already in memory
- recognition = used info from memory to identify appropriate response

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8
Q

Baddeley and Hitch’s model

A

central executive has 3 sub systems;
- phonological loop
- visuospatial sketchpad
- episodic buffer

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9
Q

central executive

A
  • the overall control over info entering + leaving the working memory
  • quickly identifies which info should be sent to which sub memory system
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9
Q

phonological loop

A
  • deals with auditory info presented from senses
  • temporary storage system which creates a memory trace (initial mental idea of skill)
  • sent to long term memory where it can trigger a
    motor programme
  • motor programme then used to produce movement
  • memory trace will fade if not rehearsed.
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9
Q

visuospatial sketchpad

A
  • holds visual + spatial info temporarily
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10
Q

episodic buffer

A
  • stores chunks of info
  • allows different parts of working memory to talk to each other + produce sequences of info to send to LTM which initiates motor programme.
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11
Q

functions + characteristics of working + long term memory system

A
  • receives relevant info filtered by selective attention
  • working memory has limited capacity 7+/2- items for 30 secs
  • if skill practised, can be transferred + stored in LTM as motor programme
  • working memory creates memory trace of skill which is compared to one in LTM
  • LTM sends motor programme to working memory to use
  • LTM has unlimited capacity + stores info for unlimited time
  • LTM then sends motor programme to working memory - initiates motor programme
12
Q

ensuring effective storage

A
  • Rewarding – to motivate
  • Association – linked to rewards - satisfaction
  • Mental Practice – going over in the mind – remembering
    sequences etc.
  • Breaking down the task – chunking
  • Focus – ignoring distractions/developing selective attention
  • Repetition of an action – obvious – practice makes perfect
  • Chaining – recalling as a sequence – linking movements
12
Q

key terms for responding to stimuli

A
  • reaction time = time from onset of stimulus to onset of response. either;
    > simple = only one stimulus + one response - short
    > choice = several stimuli + several possible responses - long
  • movement time = time from onset of movement to completion
  • response time = reaction time + movement time = response. time taken from onset of stimulus to completion of the task
12
Q

hicks law

A

describes impact of choice reaction on performance.
states that as number of choices increases so does time taken to react.
more choices = slower reaction time

13
Q

strategies to improve response time

A
  • practice = faster reaction
  • mental rehearsal = muscles involved stimulated
  • selective attention = reactions quicker
  • experience = valuable insight + awareness of stimuli
  • improve fitness levels = fitter = quicker responses
  • warm up = prepared = quicker responses
  • gain optimum arousal = peak arousal = quicker responses
  • detect cues early = analyse opponents play
  • try anticipation = predict movement
14
Q

anticipation

A

2 types;
- temporal = predicting when action will be performed
- spatial = predicting what action will be performed and where
if performer anticipates correctly, response time will be very quick + have more time to perform skill. however incorrect anticipation can cause increase in response time + refectory period could occur

15
Q

single channel hypothesis

A
  • States only one stimuli can only be processed at a time
  • Second stimulus must wait until the first has been processed
  • delay in processing a 2nd stimulus increases response time
16
Q

psychological refractory period

A

when more then one stimuli performer may freeze while sorting out the conflicting info.
graph keys;
- S1 = first stimulus
- R1 = response to S1
- S2 = second stimulus
- R2 = response to S2

17
Q

Schmidt’s schema theory

A

suggested that brain is unable to store + retrieve every individual skill separately. instead suggested we store a schema.
schema is a generalised motor programme that allows performer to adapt skills + transfer experiences of one skill to another.

18
Q

schema theory table

A

recall schema; (stores info + initiates movement)
1. initial response = gathers info on whether its a new or similar situation.
2. response specifications = decide what movement to perform.

recognition schema; (controls + evaluates movement)
3. sensory consequences = gathers info about movement using intrinsic + extrinsic feedback.
4. response outcome = involves gathering info concerning result of movement - successful or not

19
Q

developing schemas

A
  • ensure practice is variable to build range of experience
  • ensure practiced skills are transferable from training to game situation
  • give feedback to continuously help improve skills
  • give praise + positive reinforcement
  • practice range of skills until well learnt