Skill acquisition Flashcards

1
Q

Learning

A

Permanent change in behaviour that occurs as a result of practice

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2
Q

Performance

A

temporary occurrence influenced by other factors

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3
Q

stages of learning

A
  • cognitive stage
  • associative stage
  • autonomous stage
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4
Q

Cognitive stage

A
  • Thinking stage
  • frequent errors
  • motor programme not developed- trial & error
  • Extrinsic feedback required
  • high attentional demands whilst doing skill
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5
Q

best way to learn in cognitive stage

A
  • skill demonstrated
  • allow time for practice and multiple demonstrations
  • dont overload the learner with information
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6
Q

Associative stage

A
  • longer duration than the cognitive stage
  • stage of rapid improvement
  • refining accuracy and consistency of skill
  • physical practice repeated
  • feedback becomes more internal
  • errors may still occur but are less often
  • Modelling- copying others
  • movements become smoother and more coordinated
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7
Q

best way to learn in associative stage

A
  • stage of rapid improvement
  • skilled actions get smoother, more accurate, better timed & more efficient
  • more complex and detailed cues
  • learner performs and practises the skill under a variety of situations
  • practice in competition like environment
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8
Q

Autonomous stage

A
  • Expert stage - reached through years of effective practice
  • actions are fluent, efficient & automatic
  • over learnt skills
  • concentrates on finer details
  • fully developed motor programme
  • can now analyse their own performance
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9
Q

Feedback

A

Information received to amend performance

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10
Q

Types of feedback

A
  • Positive
  • negative
  • extrinsic
  • intrinsic
  • knowledge of results
  • knowledge of performance
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11
Q

positive feedback

A

telling the performer what was good, offers motivation to maintain effort. may be combined with praise.

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12
Q

negative feedback

A

what went wrong. player can gain experience from this, gives clarity on which aspects need improving.

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13
Q

extrinsic feedback

A

derived from outside sources (coach)

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14
Q

intrinsic feedback

A

derived from within, internal feel to know they have done correct movements

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15
Q

knowledge of results

A

concerns the outcome, whether skills has been successful

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16
Q

knowledge of performance

A

why the skill was (not) successful- about technique

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17
Q

Types of Guidance

A
  • Visual
  • Verbal
  • Manual
  • Mechanical
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18
Q

Visual guidance

A

demonstrates movement of the skill - creates mental image

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19
Q

Advantages of visual guidance

A
  • Draws attention to key points (gives cues)
  • Better for less complex skills where less information needs to be given.
  • Can highlight weaknesses of learner.
  • shows what result should look like.
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20
Q

Disadvantages of visual guidance

A
  • Can demotivate learner if it’s a highly complex skill
  • Can overload beginners with info
  • Needs to be accurate and clear otherwise skill is learnt incorrectly/ build an incorrect mental image
  • Learner may not be physically capable of replicating demo
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21
Q

Verbal guidance

A

Skill is explained to the learner

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22
Q

Advantages of verbal guidance

A
  • tactics can be explained
  • gives technical info/ key points and highlights cues
  • feedback can be given and immediately
  • when used with visual can form mental image
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23
Q

Disadvantage of verbal guidance

A
  • overload beginners with info
  • learner may lose concentration
  • language too complex for beginners - can cause confusion
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24
Q

Manual guidance

A

Learner is supported while doing the skill

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25
Q

Advantages of manual guidance

A
  • Helps eliminate danger
  • builds confidence of the performer
  • fear and anxiety may be reduced with dangerous/ difficult skills
26
Q

disadvantages of manual guidance

A
  • learner becomes dependent on support
  • proximity of coach may be upsetting
  • incorrect feel/intrinsic feedback results in bad habits
  • demotivated if learners feel not doing it themselves
27
Q

Mechanical guidance

A

Learner supported by a piece of equipment to help them practice/ perform skills

28
Q

Advantages of mechanical guidance

A
  • Builds confidence & motivation
  • Eliminates danger
  • gives a feel of whole skill
  • can be used for those recovering from injury
29
Q

Disadvantage of mechanical guidance

A
  • can interfere with feel of skill
  • performer might become dependent on whole skill feel
  • could lose motivation if performer feels they cant do it independently
30
Q

Observational learning

A

Bandura 1977- Behaviour can be learned through watching and copying other people (role models)

31
Q

Banduras mediational processes

A
  • Attention
  • Retention
  • Motor reproduction
  • Motivation
32
Q

Operant conditioning in PE

A

B.F skinner 1953

Positive & negative reinforcement

punishment

  • Trial and error learning
  • manipulated Environment
  • shaping behaviour by using positive reinforcement
33
Q

Positive Reinforcement

A

pleasant stimulus given (praise/ reward)

34
Q

Negative reinforcement

A

unpleasant stimulus taken away

35
Q

Punishment

A

Unpleasant stimuli to prevent incorrect actions

36
Q

3 Stages of proximal development

A
  1. what can I do alone?
  2. what can I do with help?
  3. what can I not do at all?
37
Q

Gestaltist theory

A

Theory suggests performer uses existing knowledge to form an idea of how to deal with problematic sporting situation.

38
Q

Methods of presenting practice

A
  • whole
  • progressive part
  • whole-part-whole
39
Q

Whole practice

A

skills is learned in its complete form without being broken down

40
Q

whole-part-whole

A

learner tries whole skill - teacher identifies a weakness which are practised in isolation - once weak part is perfected, whole skill is tried again

41
Q

Progressive part practice

chaining

A

learning skills in isolation and then practicing them in parts of the sequence

42
Q

Types of practice

A
  • massed practice
  • distributed practice
  • variable practice
  • mental practice
43
Q

Massed practice

A

learners continuously practice a skill without breaks or rest intervals

44
Q

Distributed practice

A

practice sessions have rest intervals included which allows time to recover

45
Q

Variable practice

A

a skill is practiced in many different environments that are as realistic as possible

46
Q

Mental practice

A

the performer goes through the movement in their head without movement

47
Q

Skill

A

a learned ability to bring about pre-determined results with the minimum outlay of time, energy or both

48
Q

ACEFACE

A
  • aesthetically pleasing
  • consistent
  • efficient
  • fluent
  • accuracy
  • controlled
  • economical
49
Q

Ability

A

an inherited trait that supports various kinds of skills

50
Q

Open vs Closed skill

A

environmental influence - how environmental conditions (team mates, opponents, weather) affect the skill

51
Q

Self paced vs Externally paced

A

control and rate of execution - level of control over timing of skill

51
Q

Gross vs Fine

A

extent of muscles used - precision of movement

52
Q

Discrete vs Serial vs Continuous

A

continuity - how clearly defined the beginning and end of a skill is

53
Q

Low vs High

A

organisation- how closely linked the sub routines of the skill are

54
Q

Simple vs Complex

A

degree of difficulty - how complex the skill is

55
Q

4 types of transfer

A
  • positive transfer
  • negative transfer
  • Zero transfer
  • Bi-lateral transfer
56
Q

Positive transfer

A

one skill helps the learning and performance of another skill

57
Q

Negative transfer

A

when one skill hinders the learning and performance of another skill

58
Q

Zero transfer

A

when one skill has no impact of the learning of another skill

59
Q

Bi-lateral transfer

A

capacity of the performer to perform a skill with both sides of the body

60
Q

Proactive transfer

A

when learning of a previous skill helps the performance or learning of a new skill

61
Q

Retroactive transfer

A

when learning of a new skill effects the learning of or performance of a previously learned skill