SAC 2 Flashcards

1
Q

open skill

A

A motor skill that is more externally paced, has a low predictability and higher variability

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

closed skill

A

A motor skill that is more internally paced and has higher predictability and lower variability

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

what skills come under predictability

A

open and closed skills

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

example of open skill

A

taking a pack footy mark

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

example of closed skill

A

free throw in basketball

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

gross skill

A

A motor skill that requires the use of large muscles

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

fine skill

A

Skill the requires small muscles to achieve the goal of the skill

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

skills that come under precision

A

fine and gross motor skills

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

example of gross skill

A

running

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

example of fine skill

A

darts

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

types of movement

A

discrete, continuos, serial

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

discrete skills

A

A motor skill with clearly defined beginning and end points

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

continuous skills

A

A motor skill with random beginning and end points, usually involving the same movements repeated multiple times.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

serial skills

A

Are a series or multiple discrete skills sequenced together

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

example of discrete skill

A

throwing a javelin

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

example of continuous skill

A

rowing

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

example of serial skill

A

triple jump

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
18
Q

what should be referenced when talking about open and closed skills

A

inter-trial variability, pacing and predictability

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
19
Q

fundamental movement skills

A

stability, manipulative, locomotor

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
20
Q

what is the circle of participation linking to performance

A

FMS competence, confidence increases, participation increases, performance increases

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
21
Q

sociocultural factors

A

peers, community, cultural beliefs, family

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
22
Q

stages of development

A

cognitive, associative, autonomous

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
23
Q

characteristics of cognitive learners

A

errors, inconsistent performance, rapid improvement

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
24
Q

characteristics of associative learners

A

greater consistency, increase in ability to detect errors, longest stage of learning

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
25
Q

characteristics of autonomous

A

high level of performance, automatic, well developed error correction

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
26
Q

linear coaching

A

direct based, high volume of practise trials, not game specific,

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
27
Q

non linear approaches to learning

A

individual plays role in the learning, simulate game specifics, constraints based

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
28
Q

types of constraints

A

individual, task and environmental

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
29
Q

individual constraints

A

physical aspects of the learner

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
30
Q

task constraints

A

modifying rules, equipment, playing areas

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
31
Q

environmental constraints

A

weather, gravity

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
32
Q

part practise

A

practice of the individual parts of a skill

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
33
Q

whole practise

A

practice of the whole skill

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
34
Q

benefit of part practise

A

Helps develop fundamental skills of the activity

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
35
Q

benefit of whole practise

A

More skilled learners can cope with whole practise

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
36
Q

practise distribution

A

massed, distributed

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
37
Q

practise variability

A

blocked, random

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
38
Q

massed practise

A

Practice that has less, but longer sessions, or shorter rest periods between trials within a session

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
39
Q

distributed practise

A

spreading practise across more sessions, for lest period of time

40
Q

example of massed practise

A

2 x 90 minute sessions per week

41
Q

example of distributed practise

A

5 x 45 minute sessions per week

42
Q

blocked practise

A

the learner practices the same skill over and over again

43
Q

random practise

A

varying the type of skill performed during a session

44
Q

advantages of blocked practise

A

cognitive learners aren’t overloaded

45
Q

advantages of random practise

A

Is beneficial to build skills in a game like sense

46
Q

types of feedback

A

intrinsic, external (augmented)

47
Q

intrinsic feedback

A

information the learner gets through the sensory system

48
Q

augmented feedback

A

information about performance through an external source

49
Q

2 types of augmented feedback

A

concurrent, terminal

50
Q

concurrent feedback

A

is provided during the skill

51
Q

terminal feedback

A

provided after the skill

52
Q

knowledge of results

A

Augmented feedback about the outcome or the results of the performance (quantitive)

53
Q

knowledge of performance

A

Augmented feedback that is provided by the coach, about the technique or skill of performance (qualititive)

54
Q

frequency of feedback

A

cognitive=more
autonomous=lowest level of augmented

55
Q

confidence

A

belief or degree of certainty that an individual possesses about their ability

56
Q

self efficacy

A

confidence in ones own ability

57
Q

types of motivation

A

intrinsic, extrinsic

58
Q

optimal arousal

A

higher for gross skills, lower for fine fine skills

59
Q

concentration

A

the action of focusing all of ones attention

60
Q

phycological strategies

A

mental imagery, goal setting, breath control, music, self talk

61
Q

mental imagery

A

helps with neural pathways

62
Q

Newtons first law

A

An object will remain at rest or in motion unless acted upon by an external force

63
Q

Newtons second law

A

A force applied to an object will accelerate in the direction of the applied force. Acceleration is directly proportionate to the amount of force applied

64
Q

Newtons third law

A

For every action there is an equal and opposite reaction

65
Q

Force Formula

A

Mass X Acceleration

66
Q

Force defintion

A

push or pull

67
Q

What can force do

A

cause objects to change shape and accelerate

68
Q

types of forces

A

applied, gravitational, frictional

69
Q

Weight formula

A

Mass X gravity

70
Q

momentum formula

A

Mass X Velocity

71
Q

collisions

A

When two objects collide, the player or object with the greater momentum will dominate the collision

72
Q

conservation of momentum

A

total momentum of the system before the collision is equal to the total momentum after the collision

73
Q

moment of inertia

A

the product of the distribution of the mass and the axis which it rotates

74
Q

How to increase and decrease moment of inertia

A

An increase in moment of inertia results in a decrease in angular velocity

A decrease in moment of inertia results in an increase of angular velocity

When want higher angular velocity, bring parts closer to the axis of rotation

75
Q

impulse defintion

A

equal to the change in momentum of an object

76
Q

how to aid impulse

A

a large force being applied over a very short period of time and vice versa

-Manipulating impulse can reduce the risk of injury

77
Q

angular velocity defintion

A

is the rate of change of the angular displacement

79
Q

linear velocity formula

A

length of lever arm X Angular velocity
-non angular

80
Q

speed formula

A

distance divided by time

81
Q

velocity formula

A

displacement/time

82
Q

acceleration formula

A

change in velocity/time

83
Q

torque formula

A

force x radius

84
Q

angular momentum defintion

A

is the amount of angular motion that a body possesses
-it remains constant

85
Q

Mass defintion

A

The amount of matter
that makes up an object,

86
Q

eccentric force

A

a force that does not act through an objects centre of gravity

87
Q

inertia definition

A

the tendency for a body to resist change in its state of motion

88
Q

torque

A

causes changes in angular motion

89
Q

angular motion

A

movement of a body part around an axis of rotation

90
Q

summation of momentum

A

the sequential and coordinated movement of each body segment to produce maximal velocity.

91
Q

5 factors of summation of momentum

A

use as many body parts as possible

start with heavier (slower) body parts first and move through to lighter body parts

stable base, each body part should stabilise so that momentum is conserved into the next part

each body part should commence its action when the previous part has reached optimal acceleration

follow through, allowing momentum to continue to the target

92
Q

projectile motion components

A

vertical, horizontal

93
Q

factors of vertical component

A

gravity, initial projection velocity

94
Q

factors of horizontal component

A

air resistance, initial projection velocity

95
Q

factors affecting the path of projectile

A

ASH
Angle of release, speed of release, height of release