Information processing Flashcards

1
Q

define information processing

A

the methods by which data from the environment are collected and utilised

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2
Q

input

A

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

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3
Q

decision making

A

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

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4
Q

benefits of selective attention

A

can improve reaction times
can concentrate on more detailed aspects of task
improves chances of making a correct decision by helping decision making process

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5
Q

perception in decision making

A

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

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6
Q

output

A

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

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7
Q

whiting information model

A

input
receptor systems
central mech: perceptual, translatory, effector
muscular system
output data

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8
Q

central executive

A

overall control of info entering and leaving
quickly identifies which info shouldn’t be sent to one of sub-memory systems

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9
Q

phonological loop

A

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

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10
Q

visuospatial sketchpad

A

processes visual and spatial info
helps process info about the feel of the skill
contains visual cache and inner scribe

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11
Q

episodic buffer

A

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

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12
Q

features and functions of WMM

A

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

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13
Q

strats to store info in LTM

A

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

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14
Q

schema theory

A

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

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15
Q

parameters of a schema

A

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

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16
Q

implications for coaches when using a schema

A

vary practice conditions to allow player to become familiar with using a schema
frequent feedback to ensure actions and motor programmes are being adjusted
praise = increase motivation

17
Q

response time

A

response time: time takes from onset of a stimulus to the completion of a task
reaction time: time taken from onset of a stimulus to the onset of a result
movement time: time taken to complete a task
RT = RT + MT

18
Q

types of reaction time

A

simple: where there is 1 specific response to 1 stimulus = fast response and reaction
choice: choosing from numerous stimuli

19
Q

numbers of choices

A

effects reaction time
Hick’s law
reaction time icnreases as number of choices decreases
curved shape because rate at which responses are slowed by increased choices reduces as enviornment becommes familiae

20
Q

single-channel hypothesis

A

effects reaction time
states that stimuli can only be processes one at a time = a second stimulus must wait until first has been processes
the delay in processing a second stimulus = slower the response

21
Q

psychological refractory period

A

effects reaction time
a delay when a second stimulus is presented before the first has been processed

22
Q

Anticipation

A

affects reaction time
pre-judging stimulus (e.g by body language)
temporal A: when it is going to happen
spatial A: where and what is going to happen
correct A = improves response time as info processing is sped up

23
Q

improving response time

A

mental practice
train to specific stimulus expected in game
learn to focus and concentrate during game = stimulus picked up early
improved fitness = improve reaction time
can try and use anticipation, especially if done hwk on opponent