Lecture 11 Flashcards

1
Q

through practice we ….

A
  1. Learn new skills
  2. Build motor programs
  3. Progress our skills
  4. Acclimate to possible and specific situations
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2
Q

how do we define practice?

A
  • principals of practice
    1. More practice= more learning
    2. Time is a factor- but not the only factor
    3. Practice methods are important- all are not equal
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3
Q

practice

A
  • involves repetition (not the same thing as practice)

- more effective practice occurs when we involved the processing loops

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4
Q

specificity of practice

A
  • what are learn, depends largely on what you practice
  • environment: “home field advantage”
  • sensory feedback-incorporating sensory information into practice: using the same lighting, sounds, ect
  • this is used for novice and expert
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5
Q

learning vs performance (in practice)

A
  • always do your best in practice-conflicting information
  • two activities to try-practice sessions and test sessions
    1. Practice sessions- avoid doing what you did previously
  • try different ways to control your movement
  • instruction
    2. Test sessions- to measure the effectiveness of learning progress
  • the next 5 attempts are a test
  • perform as best as possible
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6
Q

benefits of practice

A
  1. Perceptual skills
    - we learn to detect visual info, which fosters our ability to predict what is going to happen
    - experts: narrow focus: learn what to attend
    - novice: take in the whole environment
  2. Attention
    - reduced attentional capacity demands
    - attentional needs are decreased by tasks that are well learned (we are skilled at)
    - with practice we are able to minimize attention
  3. Reduced effector competition
    - practice moves us closer to 1 motor program (tap head, rub tummy)
    - “gearshift analogy”
    - different stages of learning (Fitts and Posner)
  4. Error detection capability
    - novice vs expert
    - novice needs to pay attention: ex) place someone in dance position so they can feel it
    - expert: becomes very efficient
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7
Q

stages of learning

A
  • two sets of stages have been proposed: Bernstein and Fitts: 2 different perspectives of motor learning
    1. Fitt’s stages
  • cognitive stage-associative-autonomous
    2. Bernstein stages
  • reduce D of F-release D of F exploit dynamics
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8
Q

fitts stages of learning

A
  1. Cognitive: verbal and cognitive ability dominates
    - concerned with goal ID, performance evaluation, what to do/when to do it, how to do it, ect
    - environment- what to feel/see/hear- generate a response
    - instructional goal- transfer known skills into the new skill
  2. Fixation (associative) - focus on organization movement patterns
    - closed skills become more stereotypic
    - open skills- more adaptable to a changing environment
  3. Autonomous- perceptual anticipation is high
    - longer movement sequences are now programmed-decrease attentional needs
    - error detection and correction capabilities are high
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9
Q

Bernstein’s stages of learning

A
  • the degrees of freedom problem: the more joints, muscles, ect are involved in movement the higher the degrees of freedom
    1. Reduce degrees of freedom- freezing the degrees of freedom
  • fosters a shift of our attention to the basics of the movement
    2. Releasing degrees of freedom- as skill progresses (control increases), we increase the degrees of freedom
  • capable of the next challenge, the next step
    3. Exploit passive dynamics of the body
  • learn how to exploit the passive dynamics of the body- energy and motion (gravity, spring like quality of muscle, momentum)
  • movements increase in effectiveness and with efficiency= minimum output of energy
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10
Q

absence of practice

A
  • forgetting may occur
  • discrete tasks- forgotten more easily
  • continuous tasks- retained well over long periods of no practice (months, years)
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11
Q

transfer and similarity

A
  • transfer between skills depends on the skills’ movement or perceptual similarity
  • the concept of similarity among skills involves several classes of common features:
    a) common movement patterning: throwing different balls with different goals
    b) common perceptual elements: interceptions soccer vs baseball
    c) common strategic or conceptual elements: driving in NA vs Europe: how to work the car is same
  • transfer is greater when learning a new skills
  • supplementary drills? Less effective to take skills out of a overall skill and work on them for a long time
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12
Q

part practice to whole practice

A
  • learning a long sequence of movements; cannot be taught in one practice session
    a) Part practice- breaking down the sequence in to the individual components (that can stand on their own)
  • in a movement sequence are the movements/skills all separate
    b) whole practice- is also then important
  • involved the interaction between each of the skills
    c) progressive part practice- 3 skills together, then add another, then another
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13
Q

principles of part practice

A
  1. Efficient for very slow, serial tasks with no component interaction; the difficult elements
  2. For very brief, programmed actions, part practice is seldom useful and can be detrimental to learning
  3. The more the components of a task interact with each other, the less the effectiveness of part practice
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14
Q

simulation and transfer

A
  • a simulator is a practice device designed to mimic features of a real-world task
  • are often very elaborate, sophisticated and expensive
  • can be important part of an instructional program:
    a) the skill is expensive or dangerous
    b) where facilities are limited
    c) where real practice is not feasible
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15
Q

physical vs psychological fidelity

A
  • fidelity is the degree to which the simulator mimics the criterion task
    1. Physical fidelity: is the degree to which the surface features of a simulation and the criterion task are identical
    2. Psychological fidelity: is the degree to which the behaviors produced in a simulator are identical to the behaviors required by the criterion task
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