Information processing :) Flashcards

1
Q

how to develop schemas

A
  • practice variable skills to built range of experiences
  • practiced skills should be transferrable to game
  • give constant feedback to help improve
  • praise and positive reinforcement
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2
Q

stages of information processing

A
  1. input : vision, hearing, touch, balance and kinaethesis gather clues from environ
  2. decision making : memory system is engaged and previous experiences used
  3. output : skill is produced
  4. feedback : p receives information about skill e.g outcome
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3
Q

whiting’s information-processing model

A
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4
Q

whiting’s model - environment

A

environment contains all the information needed to perform the skill

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5
Q

whiting’s model - display

A

information available to the performer

some relevant and some irrelevant

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6
Q

whiting’s model - receptor systems

A
vision
hearing
proprioception - position of body
-touch
-kinaesthesis
-equilibrium (balance)
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7
Q

whiting’s model - perceptual mechanisms

A
judgement made on incoming info 
uses dcr (detection, comparison, recognition)

selective attention occurs

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8
Q

selective attention

A

only relevant information is focused on and irrelevant information in filtered out. important as it:

aids concentration
improves reaction time
filters out distractions
controls arousal levels
reduces chance of information overload in stm
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9
Q

whiting’s model - translatory mechanisms

A

using information from perceptual mechanisms, a decision is made with the help of previously stored experiences

correct response selected as a motor programme

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10
Q

whiting’s model - effector mechanisms

A

impulses are sent to relevant working muscles to carry out movement

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11
Q

whiting’s model - muscular system

A

muscles that receive the impulses and are ready to jump and catch

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12
Q

whiting’s model - output data

A

movement/action is performed

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13
Q

whiting’s model - feedback data

A

information about the movement is received

could be intrinsic or extrinsic feedback

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14
Q

working memory model

A

phonological loop- deals with auditory information and is a temporary storage system. creates a trace sent to ltm to trigger motor programme (reciting tramp routine out loud so you don’t forget)

visuospatial sketchpad- holds visual and spatial info temporarily
(images of set plays) (kinaethesis of how the movements feel)

episodic buffer - stores chunks and allows parts of wmm to communicate
and gathers information to send to ltm
gathers perceptual info (flight of ball, sound of man on call, how limbs and muscles feel during in)

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15
Q

characteristics of wmm + ltm

A
  • receives relevant information after selective attention
  • limited capacity og 7 +- 2 for 30 secs
  • when skill is practiced it can be move to ltm
  • wmm produces memory trace of current skill to be stored in ltm
  • ltm sends motor programme to wmm for current sporting situation
  • ltm has unlimited capacity and unlimited timeline
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16
Q

ensuring effective storage

A

chunking: small groups of information together to increase wmm capacity
mental rehearsal: visualising skills helps to remember what is needed
reinforcement: positive feedback or reinforcement leads to better remembering
enjoyable: new or distinctive ways of presenting info increases remembering
practice/rehearsal: repetition overlearns the skill - moves to ltm
linking with past experiences: association with previously learnt skills
chaining: information presented in an organised manner
meaningful: relate info to performer and help them see the relevance

17
Q

reaction time

A

the time taken from the onset of the stimulus to the onset of the response

18
Q

simple reaction time

A

one stimulus and one response meaning reaction time will be short

19
Q

choice reaction time

A

several stimuli and several possible responses means reaction time will be slower

20
Q

movement time

A

the time from the onset of movement to completion of task

21
Q

response time

A

reaction time + movement time

time taken from onset of stimulus to completion of task

22
Q

hick’s law

A

impact of choice reaction time on performance

~as number of choices increases, time taken to react increases too~

23
Q

improving reaction time

A
  • practice
  • selective attention
  • mental rehearsal: muscles involved will be stimulated
  • experience: gives insight and awareness of stimuli
  • improve fitness levels
  • warm up: can respond quicker if body is warmed up
  • optimum arousal
  • detect cues early: analyse opponent for cues using body positions and calls
  • anticipation: predicting a movement before it happens to be ahead of reaction
24
Q

anticipation

A

temporal> predicting when the action will be performed (centre assumes the wa will run into centre 3rd when whistle is blown

spatial> predicting what action is going to be performed and where (see rugby
player adjust their grip on the ball and predict they will kick over heads)

if p anticipates correctly their response time will be quick and will have more time to perform the skill
if p anticipates incorrectly response time will increase and psychological refractory period may occur

25
Q

single channel hypothesis

A

whilst many stimuli can be detected at once, only 1 can be processed at one time
further stimuli has to wait as bottle neck occurs

if in the middle of processing one, the second must wait for the first to be sorted

26
Q

psychological refractory period

A

when two or more stimuli arrive in quick succession, it causes a delay in processing and leads the p to freeze whilst clarifying and processing the correct stimulus
-delay in processing causes and increase in reaction time-

can be used on opponent to benefit player (rugby player making a dummy pass gives them time to get away whilst opponent has prp and processes both stimuli`

27
Q

schmidt’s schema theory

A

considerations for each move is different so performer’s experiences draw information together using 4 memory items

recall schema- stores info and initiates the movement

  1. initial conditions: gathers information about if similar situation has happened before, environ info collected
  2. response specifications: based on initial conditions, decision is made on what movement to perform

recognition schema- control and evaluate movement

  1. sensory consequences: gathers information about movement using intrinsic feedback- kinaethesis
  2. response outcome: gathers information concerning result of movement- successful or unsuccessful?
28
Q

schema

A

generalised motor programme that allows performer to adapt skills and transfer experiences to different skills