Information processing Flashcards
define information processing
the methods by which data from the environment are collected and utilised
input
information from the environment is picked up by the senses
display: sporting environment
sense = sight, auditory, touch, balance, kinesthesis (are known as receptor systems)
external: s, a
internal: t, b, k
decision making
make decision based on info collected by senses
in order to do this, selective attention and the memory system is used
selective attention: filtering relevant info from irrelevant info
you can develop selective attention by:
learning to focus on more important info (getting used to the idea of a stimuli) = making stimulus more intense, loud, bright during training
motivation helps to improve
benefits of selective attention
can improve reaction times
can concentrate on more detailed aspects of task
improves chances of making a correct decision by helping decision making process
perception in decision making
perception: the process of coding and interpreting sensory info
includes 3 elements:
detection: picking out relevant information (SA has occurred)
comparison: trying to match info to info already in memory
recognition: use info from memory to identify appropriate response = put into action t
ranslatory mechanisms: adapting and comparing coded info to memory so decisions can be made
–>more efficient proportionate to experience
output
effector mechanisms: network of nerves that sends coded impulses to muscles to cause them to contract and produce a response
feedback: info used during or after response to aid movement correction
whiting information model
input
receptor systems
central mech: perceptual, translatory, effector
muscular system
output data
central executive
overall control of info entering and leaving
quickly identifies which info shouldn’t be sent to one of sub-memory systems
phonological loop
processes information
helps to produce memory trace = initial mental idea of the skill which is sent to LTM where it triggers motor production/ image contains components of skill so can be used to produce movement
contains phonological store and articulatory control centre
visuospatial sketchpad
processes visual and spatial info
helps process info about the feel of the skill
contains visual cache and inner scribe
episodic buffer
responsible for coordinating work of PS and VSS about the feel of the skill
produces integrated sequences of sight, sound and movement which can be sent to LTM to produce patterns of skilled actions
features and functions of WMM
initiates action by sending memory trace
STM: limited capacity = info overload = !SA, limited duration
important info should be stored in LTM in form of motor programme
strats to store info in LTM
M - mental practice: when parts of sub-routines of skill are imagined over and over again in mind without physical movement
A - association: associate with appropriate actions already stored
F - focus
C - chunking: breaking skilled actions into parts/ sub-routines = help prevent overload
R - rewards: helps to motivate
C - chaining: items of info are recalled as a sequence so that 1 movement links to next = helps to store info (e.g serial)
R - repetition: repeated practice to stimulus will ensure skill is encoded and stored as motor programmes in LTM
schema theory
suggests rather than using a structured set of movements to develop skills, the core principles can be taken from existing motor programmes and adapted using info from environment and feedback from senses
parameters of a schema
schema is split into 4 parts:
first 2 recall schema: initiates movement, comes before action
second 2 recognition schema: controls movement, happens during action
initial conditions: info from enviro - must be recognised before schema can be used
response specifications: info about what to do - info from enviro used to assess the available options open to performer
sensory consequence: info about feel of move - use of senses to help guide movement
response outcome: feedback about result