Practice Structure Flashcards

1
Q

Motor learning

A

set of processes associated with experience or practice leading to relatively permanent change in capability to produce skilled action

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2
Q

Key components to Motor Learning

A
Consistency
Adaptability (transfer)
Stability 
Persistence (retention)
Improvement (in performance, skill acquisition)
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3
Q

Power Law

A

During cognitive stage of learning - change in performance happens quickly
As become more skill changes become more minuscule
You want to see period of time where take off from practice and can come back and do skill at same level - expert

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4
Q

Adaptability has to do with

A

types of transfer

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5
Q

Examples of adaptability

A

Positive/Negative
Near/Far
Bilateral

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6
Q

Positive vs. Negative Transfer

A

Negative - golf swing and baseball swing

Related, but conflict

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7
Q

Near vs. Far Transfer

A
Near = close to the skill or context in which they learned it
Far = related to skill but a bit of a stretch for relatedness
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8
Q

Bilateral Transfer

A

Things we learn on one side of the body that can benefit the other side of the body

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9
Q

What transfers - Motor Skill

A

Goal

Task-specific, Processing

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10
Q

What transfers - Motor Abilities

A

Strength, agility, flexibility, endurance…

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11
Q

Cognitive or Novice Stage of Learning

A
Fitts = high conc, self talk
Gentile = learning task goal, developing strat, understanding environmental features
Vereij = co contraction to control DOF
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12
Q

Associative or Advanced Stage of learning

A
Fitts = refining movement, less variability in performance
Gentile = refining movement through adaptation, efficient 
Vereij = added complexity, synergistic control
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13
Q

Autonomous or Expert Stage of learning

A
Fitts = less attenuation needed, may multi task
Gentile = optimize movement for environmental constraints
Vereij = exploit DOF
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14
Q

Fitts =
Gentile =
Vereji =

A
Fitts = Motor programming
Gentile = Ecological
Vereji = Dynamical
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15
Q

Gentiles Taxonomy of Tasks says that

A

facilitating learning relies on task analysis

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16
Q

2 major dimensions of Gentiles Taxonomy of Tasks

A
Environmental Context (open or closed)
Functional Role/Task (stability/mobility)
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17
Q

Components in each dimension of Gentiles Taxonomy of Tasks

A

4 components in each dimension
Simple to complex
Manipulation and variability aspects

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18
Q

Ver (dynamical systems) Organizing Factors

A

Task - nature of movement/skill
Environment - context or location
Individual

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19
Q

Organizing Factors - Task includes

A

Mobility
Stability
Manipulation

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20
Q

Organizing Factors - Environment includes

A

Regulatory - something that dictates how the movement will be performed (how high chair is)
Nonregulatory - impacts the way the movement is performed but doesnt dictate it (lighting, noise)

21
Q

Organizing Factors - Individual

A

Action - movement component like muscles and joints
Perceptual - what detects it and the connections in the brain
Cognition - motivation, intent, planning

22
Q

Challenge Point Hypothesis depends on

A

Depends on learner, task, and environment (practice and feedback)

23
Q

Challenge point hypothesis - Goal is to

A

Goal is to match practice of task to the learner

Active participation, purposeful task and avoid overwhelming

24
Q

Challenge Point Hypothesis - Nominal Task Difficulty

A

Constant; perceptual and motor processing requirements

25
CHallenge Point Hypothesis - Functional Task Difficulty
Varies; depends on learner and conditions | Age, skill level, neurological health
26
Practice Types Whole vs. Part
Whole = doing the entire thing Part = just doing parts of it and then putting it together Which depends on the task - walking would want whole because cant learn coordination with just parts
27
Task Analysis for WHole vs. Part
Complexity (# of parts) | Organization (timing/coordination)
28
Whole vs. Part | Low complexity, High organization
Whole
29
Whole vs. Part | High complexity, Low organization
Part teaching
30
Whole vs. Part | High complexity, High organization
Simplify - reduce attn demand and speed
31
Guided vs. Discovery Practice Types
``` Guided = familiarize with task goals, ensure safety; improves performance Discovery = Trial and error; effective for retention and transfer ```
32
Practice Type = Mental Practice
Enhances - is not superior to physical practice Triggers neural circuits May cause muscular activity
33
When is mental practice typically good to use
Injury | Fatigue
34
Learning involves
Exploration of perceptual motor workspace and using attention to detect info It is an active process and involves error detection
35
Specificity
Target skill for target context; similar cognitive processing You want to design something specific to when they will perform the task, you want to relate to their real world and you want them to be able to know the feedback available to them
36
Contextual Interference
Information processing Benefit in lack of repetition - forces active learning Interference theory - memory Elaboration - active strategies and more elaborate memories Action plan reconstruction - motor problem solving
37
Practice Schedules - Massed vs. Distributed
``` Massed = practice --> rest (practice a ton and then rest) Distributed = practice = rest (practice a little, rest a little - ROM) ```
38
Massed vs. Distributed Practice Schedules | Distributed
Cognitive effort Memory consolidation Specific to context
39
Massed vs. Distributed Practice Schedules | Continuous Tasks
Massed practice lowers performance Limited effect in transfer tests Continuous has fatigue effect
40
Practice Schedules - Random vs. Blocked
Refers to the type of task Blocked = best to learn dynamics, better performance n acquisition phase Random = best for diff coordination patterns, better for retention
41
Random vs. Blocked Practice Schedules - how to choose
Depends on level of experience or intelligence | Blocked is better for less skilled (children, novice, neuro patients)
42
Practice Schedules - Constant vs. Variable
Has to do with task conditions Refers to task parameters (speed, distance, force) Constant = same skill, same parameters Variable = same skill, different parameters
43
Variable practice schedule
Novel situations generalize to different conditions and contexts More error - good or bad? Depends
44
Motor programming perspective -
invariants with different parameters
45
Which practice type (constant or variable) is more important for open skills
Variable - environment is changing
46
How do you know when to use what?
Task Characteristics - complexity of the skill, movement variability Learner characteristics - stage of learning, age or intellectual capacity of learner
47
Stages and when to use what - Cognitive
Blocked, more repition, shift to semi blocked (lower trial #)
48
Stages and when to use what - Associative
Semi blocked to random
49
Stages and when to use what - Autonomous
Random - switch skills