Learning/Performance Flashcards

1
Q

Cognitive stage

A
Lot of thinking and understanding needed
Extrinsic feedback
Movements slow
Lots of errors
Visual, verbal and manual guidance important
Verbal must be clear and concise
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2
Q

Associative stage

A
More consistent 
Start to detect and correct errors
Long time spent in this phase
Lots of practice needed
Feedback becoming more intrinsic
Movements smoother and more coordinated
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3
Q

Autonomous stage

A

Confident
Consistent
Using advanced techniques
Detect and correct own errors
Fluent, efficient and automatic movements
Complicated and technical feedback can be provided

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4
Q

Learning plateau

A

A period in which there is do definite change in performance as measured.

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5
Q

Causes of a plateau

A
Boredom 
Motivation
Coach
Limit of ability
Targets too low
Fatigue
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6
Q

Solutions to causes of plateau

A

Boredom- add more variety to learning
Motivation- performer loses drive-get some feedback to help performance and motivation
Coach-get a new coach
Limit of ability- concept of plateau explained to performer so don’t take responsibility
Targets too low- set new challenges/goals
Fatigue- rest taken

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7
Q

Drive-reduction

A

End of task period when performance may get worse. You’ve succeeded and lost your drive.

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8
Q

3 theories of learning

A

1) Operant Conditioning
2) Bandura’s Observational Learning/Social learning theory
3) Drive-reduction theory

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9
Q

Operant conditioning

A

The performer develops a relationship between a stimulus and a response. Stimulus-response bond.

Practice - makes SR bond stronger = learning

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10
Q

3 points of operant conditioning

A

Based on trial and error
Shapes behaviour
Manipulated the environment

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11
Q

How does operant conditioning shop behaviour

A

Through reinforcement

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12
Q

3 types of reinforcement

A

1) Positive reinforcement-strengthens SR bond
2) Negative reinforcement- strengthens SR bond
3) Punishment

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13
Q

Explain 3 types of reinforcement

A

1) Positive - pleasant stimulus after correct response makes it more likely - must be rewarding to the individual
2) Negative- removal of unpleasant stimulus after correct response. Brings relief from something unpleasant
3) Unpleasant stimulus to stop incorrect actions occurring again. Can crest resentment,dislike and anger.

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14
Q

Social Learning Theory

A

States we learn by observing others

Use of demonstration as main learning tool.

DARMMM
(Demonstration - attention - retention - motor reproduction - motivation - matching performance)

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15
Q

What is modelling

A

Occurs when we learn by demonstrations or change out behaviour to imitate behaviours we have observed. (Can produce good or bad habits)

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16
Q

Attention

A

Performer must pay attention.
Models must be someone you respect.
Demo must be heard, seen and accurate.

17
Q

Retention

A

Performer must remember/ create mental picture of demo.

Retention improved by repeated demonstrations.

18
Q

Motor reproduction

A

Copying performance.

Must be able to do it.

Will need time.

19
Q

Motivation

A

Status of model affects motivation and will be increased by external reinforcement from the model.

20
Q

Drive reduction theory

A

Bond created between stimulus and response because of drive which causes motivation.

The need to solve a problem created drive/motivation.

When we solve a problem reduces drive and learning occurs. ‘Habit’ developed- successful performance.

21
Q

What must the coach do in drive reduction theory

A

Supply new challenges once skill is well learned to maintain drive.

The more a skill is performed/practiced the greater the players inhibition (performance ⬇️ due to boredom). Massed practice can lead to this.

22
Q

Transfer of learning

A

Refers to the effect that learning one task has on the learning of another.

23
Q

Positive transfer

A

Occurs when prior learning promoted present learning.

24
Q

Negative transfer

A

Occurs when prior learning has an inhibiting effect in the learning of a new task.

25
Q

Zero transfer

A

Prior learning has no effect on present learning.

26
Q

Bi-lateral transfer

A

Transfer between limbs

27
Q

Proactive transfer

A

Effect of learning a skill has on a skill that has not yet be learnt.

28
Q

Retroactive transfer

A

The effect that learning a skill has on a previously learned skill. ( + - or 0)

29
Q

Ways to ensure successful transfer of learning

A

1) coach makes player aware of transfer and highlights elements of skill that are similar.
2) identify elements which may hinder learning
3) ensure original task is well learnt/practiced
4) planned progression
5) make sure practice sessions are realistic
6) eliminate bad habits
7) performer well motivated by using rewards.