Memory Hooks Flashcards

1
Q

Whole practice

A

OH FART

  • Organisation = High
  • Fluency (high)
  • Ability (high/experts)
  • Realistic (realistic to actual)
  • Time (quick)
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2
Q

Part practice

A

OH FART

  • Organisation = Low
  • Fluency (low)
  • Ability (low/beginners)
  • Realistic (not)
  • Time (consuming)
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3
Q

Attribution - Analysing effectiveness of attribution theory

A

SPELL it out

S - Stable or Unstable?
T - Positive attribution?
E - External or Internal?
L - Luck?
L - Learned or Mastery?

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4
Q

Attribution - How to motivate using attribution

A

TITE

T - Talent/fitness
I - Internal
T - Train hard
E - Effort

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5
Q

Massed practice

A

MASD DD

+ Motor programme grooving
+ Ability level high
+ Simple skills
+ Discrete skills

  • Dangerous skill
  • Demotivating
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6
Q

Varied practice

A

VARIES

V - …
A - Ability high
R - Replicates game situation
I - Information processing
E - Environmental skills (open/externally paced)
S - Schema is developed

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7
Q

Positive Transfer

A

SWEEP the transfer across

Similar Skill - Must be used when attempting positive transfer E.g. javelin + over arm throw

Well Learned First Skill - Is essential before achieving positive transfer E.g. over arm throw must be effective before transferring it to javelin

Emphasis - Must be placed on similarities between skills E.g. hip twist for throw + javelin

Elements - Of practice identical to elements of game E.g. passing practice 4v4 replicates passing in game

Positive Reinforcement - Praise when positive transfer takes place as it strengthens S-R bond between two skills

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8
Q

Operant conditioning

A

Operant CONditioning
CON = CONsequences

Strengthening S-R bond by:

1) Positive reinforcement - Praise
2) Negative reinforcement - Avoid
3) Punishment - Forfeit

Methods used include:

TE = Trial and Error
SC = Structure the conditions
BS = Behaviour shaping

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9
Q

Cognitive theory of learning

A

COG = Problem = Problem Solving
Problem = Ice cream addiction (MR WIPPI)

W = Whole - The skill should be learnt in its entirety

I = Intervening Variables - The mental process involved in decision making

P = Past Experience - What stored motor programmes are there which support

P = Perception - How to overcome / thinking

I = Insight - Solve the challenge / develop an understanding

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10
Q

Stages of Learning

A

Stages become phases

F F A SES

  • Fluency
  • Feedback
  • Additional Information
  • Sporting Example

Fluency:

Cognitive = Low
Associative = Improved
Autonomous = High

Feedback:

Cognitive = Extrinsic (coach)
Associative = Still extrinsic / some intrinsic
Autonomous = Intrinsic

Additional Information:

Cognitive: Trial and error - mental picture
Associative: Developing kinesthesis
Autonomous: Habitual - No conscious thought

Sporting Example (Basketball):

Cognitive - Learning to dribble with both hands
Associative - Dribbling with strong hand, keeping ball at waist height and head up
Autonomous - Dribbling whilst focusing on strategies e.g. where and when to pass

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11
Q

Type A / Type B personality

A

Type A = AAA

  • Anxiety (high)
  • Arousal (high)
  • Aggression (high)

Competetive

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12
Q

Origins of attitude

A

SPERM

S = Social groups
P = Parents / past experiences
E = Education
R = Religion
M = Media

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13
Q

Zone of optimal functioning

A

PAAAC

P = Peak flow
A = Autonomous
A = Automatic
A = Attention style
C = Confidence

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14
Q

Social Facilitation

A

Positive PAT is watching

Personality is extrovert

Ability is high because the player has well learned motor programmes

Task Type is gross and simple because it uses large muscle movements and has low perceptual load

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15
Q

Social Inhibition

A

Negative PAT is watching

Personality is introvert

Ability is low because of a poorly learnt motor programme

Task Type is fine and complex because it involves high levels of intricacy and high perceptual load

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16
Q

Enhancement of positive transfer

A

TEAM PEP

Teach similar skills together
- Ensure previous skill overlearned
- And point out similarities
- Mastery model
- Positive reinforcement
- Ensure fundamentals taught first
- Progressive practices