Infomation Processing Flashcards
stages of information processing
- 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 - output - skill processed
- feedback - receives info on skill
input stage
- first stage
- uses senses to pick up info on sport environment (display)
- might include; condition of pitch, court, crowd, ball, officials + teammates
external senses used
sight - pick up flight of ball or position of opponent
auditory - may hear a call from teammate or referees whistle.
- collected by receptor systems.
internal senses used
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
decision model
- second stage of info processing
- decision made based on all info collected from senses
- use of selective attention + memory system
selective attention
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.
developing selective attention
- 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
benefits of selective attention
- can improve reaction time
- focussing on relevant info improves chances of correct decision
- helps memory have better memory function
Whiting’s model
- environment = contains info needed to perform
- display = info available from environment
- receptor system = use of 5 senses to collect info from display
- perceptual mechanism = filters relevant info by process of selective attention.
- translatory mechanism = compare relevant info perception to an action
- effector mechanism = sends coded info to muscles
- muscle system = muscles pick up impulse + begins contraction
- output = response begins
- feedback = during + after response.
DCR - perceptual stage
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
Baddeley and Hitch’s model
central executive has 3 sub systems;
- phonological loop
- visuospatial sketchpad
- episodic buffer
central executive
- the overall control over info entering + leaving the working memory
- quickly identifies which info should be sent to which sub memory system
phonological loop
- 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.
visuospatial sketchpad
- holds visual + spatial info temporarily
episodic buffer
- 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.
functions + characteristics of working + long term memory system
- 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
ensuring effective storage
- 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
key terms for responding to stimuli
- 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
hicks law
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
strategies to improve response time
- 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
anticipation
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
single channel hypothesis
- 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
psychological refractory period
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
Schmidt’s schema theory
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.
schema theory table
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
developing schemas
- 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