skill acquisition Flashcards
information processing - key points
the set of activities done in a particular sequence by which data produces information
make decisions that result in successful and efficient movements
break down large pieces of information
how we take in information, process it and make decisions
basic overview of the model (3 steps)
- input of information (perception)
- throughput (decision making)
- output (response)
main sensory inputs
- visual input -
track movements, positions - auditory input -
information through hearing, communicate with the team - touch input -
physical sensations through contact with objects - proprioceptive input -
body position, movement, balance, rely on kinaesthetic feedback, execute precise movements
e.g gymnast adjusting body position on beam
stimulus identification
information is gathered from environment and a stimulus is recognised
(input)
response selection
gathered information is used to create a motor programme
(throughput/decision making)
response programming
the muscle movement produced in response to the stimulus
(output)
two information processing models
welfords model
whitings model
welford’s model - sensory input
information from sense organs
internal - proprioceptive
external - touch, auditory, visual
welford’s model - perception
judging and interpreting information
detection, comparison, recognition
welford’s model - selective attention
filter relevant information
block out irrelevant cues
welford’s model - decision making
use information to make correct decision
refer back to long term memory for past experiences
welford’s model - memory
stss - one second
stm - 30 seconds
ltm - limitless
welford’s model - effector control
selected movement is sent to muscles via motor nerve
no movement until this stage
whiting’s model abbreviation
p.t.e
whiting’s model - input data from display
information from environment overwhelms the senses
whiting’s model - receptor systems
sense organs
whiting’s model - perceptual mechanisms
selective attention, information in stss is ignored or passed onto short term memory
whiting’s model - translatory mechanisms
decision making, motor programme is received from long term memory
whiting’s model - effector mechanisms
nerve impulses sent via motor neurone for muscular system to contract
whiting’s model - feedback
intrinsic - kinaesthetic
extrinsic - coach
role of short term sensory store
information from sense organs
selective attention occurs - important info sent to stm
only available for a few seconds
stss for each sense
role of short term memory
working memory
decision making
5-9 items remembered
30 seconds
important info passed to ltm
can be increased by chunking
role of long term memory
retained for a long time
store of past experiences
store of motor programmes
limitless capacity
helps process new information
strategies to improve selective attention/stss
provide experience
optimum arousal
quality of instruction
intensity of stimulus
train in front of a crowd
mental rehearsal
attentional cues
attentional narrowing
strategies to improve stm and ltm
chunking (stm + ltm)
fixed practice (ltm)
use phrases to remember (ltm)
intensify the stimulus (stm+ltm)
unusual/memorable sessions (ltm)
reinforce key aspects (ltm)
avoid overload (stm)
mental rehearsal (ltm)
motor programme
a series of sub-routines organised in the correct sequence to perform a movement
stored in long term memory
open loop theory
decisions made in the brain
information for one movement sent in one message
feedback can be available - no time to change movements
golf swing
closed loop theory
decisions made in the brain
not all information sent together
feedback always available to correct movement patterns
level 2 - feedback via muscles (kinaesthetic), small adjustments - e.g gymnast balancing
level 3 - cognitive process, feedback via brain, takes longer - e.g playing shot in squash
benefits of motor programmes
not every part of an action needs to pass through the short term memory - avoids overload
once learned, it can be executed with minimal conscious thought - autonomous
schema definition + key points
all the information needed to make a movement decision
stored in the long term memory
essential for adapting
refers to a cognitive framework that organises information
schema theory (schmidt) key points/general info
how our brain organises and stores information
opposed open/closed loop theory
motor programmes can be changeable to respond to the situation
larger motor programmes, easier to adapt to new situation
schema theory - phases
recall:
1. initial conditions
2. response specifications
—————————————
3. performing skill
—————————————
recognition:
4. sensory consequences
5. response outcomes
schema theory - initial conditions
where are they
what’s the situation like
e.g freekick:
where’s the keeper, where the wall is, the angle, height of wall
schema theory - response specifications
what is expected
what do they need to do
e.g freekick:
shoot, get the ball over the wall, hit the outside of the ball
schema theory - performing skill
run the motor programme
schema theory - sensory consequences
how did it look/feel - kinaesthetic
e.g freekick:
score - natural, fluid movement
not - unnatural
schema theory - response outcomes
did it work
was it successful
successful - do it again
unsuccessful - adapt next time
how to develop schema
variable practice
reaction time definition
time from stimulus identification to initiation of a response
movement time definition
time from initiation of the response to the completion of the action
response time
time from the stimulus identification to the completion of the movement
response time equation
response time = reaction time + movement time
hick’s law
the more choices the person has, the slower the response time - more information processing/selective attention
less stimuli = faster response time
PRP meaning
psychological refractory period
psychological refractory period definition
the period of time during which the response to the second stimulus is being slowed because the first stimulus is still being processed
example of psychological refractory period - football
stimulus 1 - fake turn
stimulus 2 - actual turn
response 1 - follow fake turn
response 2 - try to follow actual turn
prp - delayed response between s1 and s2