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
Q

CHallenge Point Hypothesis - Functional Task Difficulty

A

Varies; depends on learner and conditions

Age, skill level, neurological health

26
Q

Practice Types Whole vs. Part

A

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
Q

Task Analysis for WHole vs. Part

A

Complexity (# of parts)

Organization (timing/coordination)

28
Q

Whole vs. Part

Low complexity, High organization

29
Q

Whole vs. Part

High complexity, Low organization

A

Part teaching

30
Q

Whole vs. Part

High complexity, High organization

A

Simplify - reduce attn demand and speed

31
Q

Guided vs. Discovery Practice Types

A
Guided = familiarize with task goals, ensure safety; improves performance
Discovery = Trial and error; effective for retention and transfer
32
Q

Practice Type = Mental Practice

A

Enhances - is not superior to physical practice
Triggers neural circuits
May cause muscular activity

33
Q

When is mental practice typically good to use

A

Injury

Fatigue

34
Q

Learning involves

A

Exploration of perceptual motor workspace and using attention to detect info
It is an active process and involves error detection

35
Q

Specificity

A

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
Q

Contextual Interference

A

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
Q

Practice Schedules - Massed vs. Distributed

A
Massed = practice --> rest (practice a ton and then rest)
Distributed = practice = rest (practice a little, rest a little - ROM)
38
Q

Massed vs. Distributed Practice Schedules

Distributed

A

Cognitive effort
Memory consolidation
Specific to context

39
Q

Massed vs. Distributed Practice Schedules

Continuous Tasks

A

Massed practice lowers performance
Limited effect in transfer tests
Continuous has fatigue effect

40
Q

Practice Schedules - Random vs. Blocked

A

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
Q

Random vs. Blocked Practice Schedules - how to choose

A

Depends on level of experience or intelligence

Blocked is better for less skilled (children, novice, neuro patients)

42
Q

Practice Schedules - Constant vs. Variable

A

Has to do with task conditions
Refers to task parameters (speed, distance, force)
Constant = same skill, same parameters
Variable = same skill, different parameters

43
Q

Variable practice schedule

A

Novel situations generalize to different conditions and contexts
More error - good or bad?
Depends

44
Q

Motor programming perspective -

A

invariants with different parameters

45
Q

Which practice type (constant or variable) is more important for open skills

A

Variable - environment is changing

46
Q

How do you know when to use what?

A

Task Characteristics - complexity of the skill, movement variability
Learner characteristics - stage of learning, age or intellectual capacity of learner

47
Q

Stages and when to use what - Cognitive

A

Blocked, more repition, shift to semi blocked (lower trial #)

48
Q

Stages and when to use what - Associative

A

Semi blocked to random

49
Q

Stages and when to use what - Autonomous

A

Random - switch skills