Learning Theories + P/G/F Flashcards

1
Q

Associative theories

A
  • Classical conditoning by Pavlov, dogs saivating
  • perfromers are conditioned to stop play when they hear the ref blow the whilstle
  • diff cues in sport that performers is trained for leads to automatic responses e.g twisting of hips iin boxing is stimulus for opp to react to a punch thats abt to be thrown

Operant conditioining by Skinner involves learning through reinforcement
- pos refinforcement + rewards strengthens the S-R bond and action will be repeated e.g certs, praise, quant outcome
- Neg reinforcement if action is wrong, no reward or punishment given to weaken. S-R bond + reduce liklihood behaviour is repeated e.g benched, yellow/red card, warnining etc

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2
Q

Fitts and Posners 3 stages of learning

A

COG:
- early stage of learning
- fundamentals of skill/perfromnce are main focus
- Novice perfromers to form mental pics that will help them replicate the actions if demo shown correctly
- requires lots of info + visual guidance + command style of teching
- weak S-R bond
- Low intrsinic feedback/kinasthetic feel
- Low confidence

Associative:
- Intermediatie phase where perfromers are starting to develop fundamental skills to more advanaced levels
- may toggle between cog phase in early stage
- Perfromers need to develop a kinasthetic feel + need visual/verbal guidance
- focus is to eliminate small errors

Autonomous:
- perfromer exhibits little/no conscious thought into execution of skills
- high kinasrhetic feel
- focus on tactics + strategies
- better at processing relevant info
- strong S-R bond

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3
Q

Progressive/part practise type

A
  • learning the individaul subroutines in choronlogical order then learning them tgt again in order
  • skills practised as a whole once all subroutines have been linked tgt + practised in sequence
  • effective for developing serial skills broken down in subroutines
  • effective for developing routines in gymnastics/dance

ADV:
- allows perfromer to work on detailed technical parts of skill = increases the efficeny + consistency of performance of a skill = so perormed as a whole
- good for cog oerfromers = no overload of info
- dangerous skills can be practised in safe amounts = builds conficence
- enables perfromers to improve diff parts of a skill

DISADV:
- kinasthic feel of skill is lost + skill broken up into seperate sections
- not for highly organised skills = diff to seperate into indivdual subroutines = increases consistency

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4
Q

whole practise

A
  • skill taught w/o breaking down into subroutines + performed as complete action w clear start + end point = simple skills w easy flow
  • well suited to high organisational skills
  • good for autonomous/advanced perfromers as they have knowledge + skill level to execute correctly
  • e.g a shoulder pass in netball ,schema has alr been developed for passing so just slight adjustment needed to technique ususing whole method for shoulder pass

ADV:
- good to develops kinasthetic feel for better fluency in movement pattern
- helps perfromer practise skill in game like conditions = perfrom skill under pressure
- MP recruited + stored in LTm –> effective recall for perfromer to use in repeated performance

DISADV:
- cannot be used for complex skills w greater time commitments to learn
- overhwlem begginers w info= poor performance + demotivated

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5
Q

Whole part whole practise

A
  • involves intial exposure to whole skill/practise before breaking down into part practise then back into whole
  • good for serial + low organisational skills

ADV:
- good for complex skills that need to be broken down into SR
- perfromers gains better kinasthetic feel for movement e.g layup
- targets areas of weakness which may hinder performance
- prepare for competitive situats of skill

DISADV:
- time consuming due to focus on subroutines not good for high organisational skills
- loss of kinasthetic feel if too much part

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6
Q

part practise

A
  • effective when developing low organiational skills
  • defined by subroutines that perfromers learn, practsie + perfect before moving onto next phase
  • good for serial skills +movements
  • e.g teaching a layup in bb, perfromers will be able to develop their dribbling skills, then pickup + stepping motion then the jump and shot iteself

ADV:
- good for novice perfromers to gain confidence w each step increasing some success at diff stages and aids = not overload of info+ motivation/reinforvememt pos
- allows performer to work on delatiled technical parts of skill = increases efficency + consistency of perfromance
- allows imporvment of weak areas

DISAD:
- fluency of skill is disrupted and not learnt straight away
- performers may lack kinasthetic feel

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7
Q

Practise ss: Massed

A
  • long duration w no breaks
  • requires perfromers to be highly conditoned + more elite standard
  • perfromers need high kinasthetic feel + intrinsic feedback to rectify issues w perfromance
  • allows more elite perfromers to test their skills when fatigued
    -continuous form of practise

ADV:
- good when perfromers fit + motivated
- Improves fitness levels = no recovery break
- motor programmes effectvly stored

DISADV:
- even mptivated groups can find practise long/struggle to concentrate (law of readiness)
- boredom/mundane
- not to be done w dangerous tasks or cognitive performers

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8
Q

Practise ss: Distributed

A
  • allow session to be broken down into diff sections focusing on various parts of performance/skills in 1 session
  • breaks allow for analysis/guidance from coach/video analysis
  • varied + breaks included
  • ideally for novice perfromers that require more extrinisic feedback due to low kinasthetic feel

ADV:
- can work on areas of weakness in individuals and groups
- good for perfromers w low fitness levels
- effective practsie for more complicated/complex skills
- subroutines can be worked on seperatly \

Disadv:
- Time consuming due to repeated rest breaks
- More expereinced performers find breaks unecessary

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9
Q

Practise SS: Variable

A
  • Involves variety of activities/situations to mimic a comp situ
  • allows perfromers to develop skill + gain exposure to everchaning enviornment
  • open skills –> enviornment manipulated by coach

ADV:
- helps imporve performers decison making skills + selective attention skills for optimal response to number of situations
- more realstic to a comp enviornment
- breaks monotiny of training

DISADV:
- cant be varied for closed skills
- can overwhelm novice perfromers who dont have knowlegde of skills

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10
Q

Practise SS: Fixed

A
  • set circumstances + condiotned responses
  • S-R bond estabslishsed + repeated
  • Used for closed skills so learner practises a set outcome
  • drills so repeated practise of skills to strengthen specific motor programmes
  • also used for novice perfromers to learn + practise fundamentals of skill
  • DIscrete/closed skil
  • e.g bb free throw
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11
Q

purpose of feedback in learning of skills

A
  • Reinforce learning- strengthen S-R bond
  • Identify S+ W in perfromers skills/technique
  • Motivate the learner
  • Detect errors in perfromance
  • enhance comparison to previous perfromance
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12
Q

analyse how technology can be used to achieve skill acq

A

SKILL ACC:
- Video = feedbcak on technique
- Software= mechnical analysis on perfromane
- Training aids= learning W/harness in trampoloining
- Recording audios= kicking in swimming/underwater

Physiology:
- Sports testing enales W’s to be identoified + programmes developed to correct muscle imbalance to imporve player performance
- Monitor HR= lactate analysis to set training pace

Psych:
- Music= control anxiety aiding fluent skill production + increase motivation
- goal setting = Visualisation/mental rehersal

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13
Q

Skill classficiaton

A
  • open to closed (return of serve in tennis to golf swing)
  • external to internally paced (GK penn save in fb +pistol shooting)
  • Fine to gross skills (archery to weightlifting)
  • Serial (serial discrete skills togther) e.g triple jump
  • Continois (running, swimming, cycling)
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14
Q

Open vs closed loop of control

A

OPEN:
- control ss w pre programmed set of instructions to an efector which has no feedback/error detection process
- movements made w no corrective adjustments during perfromance
- skills perfromed subsconisuly
- autonomous perfromers as skill is well learned + perfromed fast
- self paced + closed skills
- e.g tennis serve, golf swing

CLOSED 2+3 :
- Gains feedback durining movement via sesnes/propriception
- motor programmes are adjusted + corrections made during performance that are unconscious during performance as a result of feedback to mantain fluency of movement (2)
- conscious adjustment of execution so longer feedback loop + slower (3) for cognitive perfromers
- short feedback loop
- e.g gymnast on crucifix rings

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15
Q

Verbal guidance

A
  • used w visual guidance + w novice perfromers
  • provides instruction on how to correctly perform a chest pass in netball then can be supported by a demonstartion by the coach
  • but perfromers may be faced w info overload if in cog stage so they dont understand the technical points of the skill
  • perfromers in auatonomous stage able to cope w more verbal guidancre as they have prior knowledege to understand technical aspects from past experiences

ADV:
- can detailed
- quick
- instructions in chunk

DISADv:
- Cannot see
- hard to visualise
- language may be too complex
- talk for too long

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16
Q

VISUAL GUIDANCE

A
  • can be done through demos, videos or visual aids
  • shows skill to perfromer
  • should be realistic + emphasize skill to be learnt w correct technique
  • incoreect technique will lead to confusion + lack of progress in skill
  • good for cogn perfromers allows them to gain a mental pic of skill
  • videos can demo parts of gymastics floor routine

ADV:
- good for novice perfromers
- good to see skill exeution w correct technique
- quick

DISADV:
- may learn from incorrect demo

17
Q

Manual guidance

A
  • physical support for safety reasons or to teach a new skill w correct technique
  • SAFETY: e.g to assist a gymanstics vaulting sequence for 1 st time
  • 1st TIME: coach manually moving perfromers aim into correct position when playing a backahand in tennis
  • can assist/aid perfromers kinasthic awareness in cog stage of learning
  • But perfromer must be given opportunity to develop skill on their own gradully to develop their KF

ADV:
- reassures perfromer
- builds confidence
- reduces risk of injury
- good for novice perfomers

DISADV:
- loss of kinasthic feel
- perfromers becomes reliant
- hard to do in large groups 1:1
- perfromer may feel uncomfy w breach of persoanl space

18
Q

Mechnical guidance

A
  • use of mechanical aids to control/restrict movements
  • e.g flotation devices when swimming or hareness in trampolining
  • used to assist w safety regs + confidence

ADV:
- reassures perfromers in cog or associative stage
- reduces risk of injury
- builds confidence
- - can add some level of kinastheic feel

DISADV:
- perfromers become overreliant on devices reducing level of intrinisc feedback so rate of progress reduced
- cost can be $$$
- loss of kinasthiec feel

19
Q

Feedback should be…

A
  • Detailed but not too long
  • specific
  • given in age appropriate language in use of technical terms
  • given ASAP when appropriate
  • relevant to perfromer no j generl
  • accurate + constructive
20
Q

POS vs NEG feedback

A

POSITIVE:
- constructive feedback offering praise + encouragement
- usually external/extrinsic
- should highlight what was done correctly
- e.g aft performing a sprint start in athletics, coach may praise athlete abt body position + balance
- good for novice perfomers so they know what to repeat + motivates them
- too much may lose effectivness + if incorrect movements praised will reinforce wrong S-R bond

NEGATIVE:
- feedback used to supress aspect of performance
- further feedbcak needs to be given on how to correct errors in technique
- regular neg feedback will demotivate perfromer
- useful for bgginers + advanced perfromers
- impt when refiningtechnique e.g feedbcak to slightly change body position in cycling to reduce drag

21
Q

Intrinsic vs extrinisic feedback

A

INTRINSIC:
- comes from perfromer through kinastheic feel through propricoeption
- more effective to autonomous perfromrs who have good sensory knowledge of skill
- perfomers in cog stage have not fully develop their MP = low kinasthiec awareness to provide accurate intrinic feedback

EXTRINSIC:
- comes from external source e.g coach, peers, video
- essential for novice performers in cog stage to correct errors in perfromance + aid motivation
- feebcak must be accurate so should be given by expert
- awareness of overeliance if EF may cause perfromers to lose kinatethic feel and if always seeking external advice/approval

22
Q

Concurrent vs Terminal feedback

A

Concurrent:
- info perfromer recieves abt perfromance during performance
- can be intrinic (elite perfromer/autonomous perfromer, kinastheic feel abt execution of skill) OR extrinisc (from coach for a cog/novice perfromer or though knowledge of results)
- a perfomer may be able to make adjustments to their perfromance

Terminal:
- info perfromer recieves aft activity
- comes from an extrinsic source + can be straight aft or extended time aft

23
Q

Knowleged of results vs performance

A

KOP:
- form of extrinic feedback where perfromer gains understanding abt their perfromance = form, technique and quality of perfromance
- focus on areas of weakness rather than overall outcome
- whetere targeted area was perfromed better than previosly
- impt for novice perfomers in cog stage for developemnt of skill, technique + team work are impt rather than only the outcome

KOR:
- knowledge of the outcome of perfromance- successful or loss
- elite athletes will focus more on this (PBs or final score)
- novice perfoemrs should AVOID this focus
- KOR in how successful their technique was is impt as errors can be corrected and successful technique is reinforced