Methods of practice Flashcards
Whole practice
AO1 - a skill that needs to be practiced as an entire.
AO2 - used to promote fluency, efficiency.
AO3 - experienced athletes.
E.g. cartwheel, high jump.
Part practice
AO1 - skills that can be broken down into subroutines.
AO2 - used to promote confidence, refine technique.
AO3 - beginners
E.g. triple jump
Progressive part practice
The joining together of skills in which have been broke into subroutines.
Best for beginners.
E.g. round off flick
Whole part whole practice
Broken into subroutines to find weakness and progress it.
Advantages of whole practices
- time efficient
- useful for quick discrete skills
- movement is kinaesthetic
Disadvantages of whole practices
- not appropriate for dangerous task
- can be overwhelming
- can cause low self esteem/ confidence
Advantages of part practices
- builds confidence/ understanding
- can focus on weakness parts of performance
- good for low organisation skills
Disadvantages of part practises
- loss of kinaesthetic/ flow of skill
- de-motivating for performer
- time consuming
Massed practice
Continuous/ repetitive of skills.
E.g. passing
Distributed practice
Long breaks for rest and reflection of the skill.
E.g. 100m sprint
Massed practice AO3
+ good for closed, discrete skills
+ increases fitness
- risk of injury
- fatigue
Distributed practice AO3
+ less mental pressure
+ less dangerous
+ feedback opportunities
- time consuming
- become bored easier
Fixed practice
AO1 - skills that need to be repeated
AO2 - gymnastics tumbling pass
AO3 - good for experienced performers
Variable practice
AO1 - varied practice, used for open/ externally paced skills
AO2 - dribbling, passing
AO3 - best for team players with changing conditions