Skill Acquisition Flashcards

1
Q

7 characteristics of a skill

A
Aesthetically pleasing 
Consistent
Efficient 
Fluent 
Accurate 
Controlled 
Economical
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2
Q

Open skill + example

A

Unpredictable environment influence

Eg: Pass in football

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3
Q

Closed skill + example

A

Predictable environmental influence

Eg: a full in trampolining

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4
Q

Gross skill + example

A

Large muscle groups need to be used

Eg: rugby scrum

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5
Q

Fine skill + example

A

Small muscle groups need to be used

Eg: dart throw

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6
Q

Self paced skill + example

A

Control and rate of execution initiated by the performer

Eg: 100m sprint

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7
Q

Externally paced skill + example

A

Control and rate of execution initiated by an outside influence

Eg: wind surfing

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8
Q

Discrete skill + example

A

Clear beginning and end

Eg: tennis serve

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9
Q

Continuous skill + example

A

NO clear beginning or end

Eg: swimming

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10
Q

Serial skill + example

A

Several discrete skills grouped together

Eg: gymnastics or trampolining routine

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11
Q

High organisation skill + example

A

Not easily broken into parts

Eg: volley in football

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12
Q

Low organisation skill + example

A

Can be broke into sub-routines

Eg: swimming

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13
Q

Simple skill + example

A

Limited decision making

Eg: forward roll and running

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14
Q

Complex skill + example

A

Lots of decision making

Eg: dribble in hockey

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15
Q

Positive transfer + example

A

When one skill helps or aid another

Happens when two skills have a similar shape and form

Eg: netball/basketball pass

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16
Q

Negative transfer + example

A

When one skill hinders the learning of another

Happens when there is familiarity in the environment

Eg: badminton serve/ tennis serve

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17
Q

Zero transfer + example

A

Where the learning of one skill has no effect on the learning another

Eg: swimming arm action/foot placement in rock climbing

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18
Q

Bilateral transfer + example

A

When there is a transfer of limbs across the body

Eg: right-footed footballer encouraged to use the left

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19
Q

Whole practice + example

A

Performing the whole skill without breaking it up into sub routines

Eg: sprinting, golf swing, cycling, tennis serve

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20
Q

Whole practice advantages

A
  1. Fluency - kinaesthetics

2. Keeps links between sub-routines

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21
Q

Whole practice disadvantages

A
  1. Unnecessary demands
  2. Fatigue because of no breaks
  3. Not for beginners
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22
Q

Whole - part - whole + example

A

Assessing skill, seeing weakness to practice then put the skill back together
Helpful for beginners

Eg: golf swing, poor grip

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23
Q

Whole - part - whole advantages

A

Provides motivation
Provides immediate feedback
Corrects errors
Fluency

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24
Q

Whole - part - whole disadvantage

A

Can produce negative transfer effects

Time consuming

25
Q

Mental practice + example

A

Going over skill in mind with movement

Eg: going over trampolining routine

26
Q

Mental practice advantages

A
  1. Improves confidence
  2. Stimulates the muscle receptors
  3. Develops cognitive ability
  4. Improves decision making and thinking
  5. Can be done when players are injured
27
Q

Distributed practice + example

A

Involves rest intervals

Eg: swimming stroke technique practice

28
Q

Distributed practice advantages

A
  1. Takes pressure off of a performer
  2. Good for beginners
  3. Keeps performers motivated
  4. Safe way to practice dangerous skills
29
Q

Distributed practice disadvantages

A

Time consuming
Not useful for experts
Negative transfer

30
Q

Varied practice + example

A

Changing the practice type and practice drill

Eg: shooting without gk, then 3v2 or practicing a football pass

31
Q

Varied practice advantages

A
  1. Helps with continuous motivation

2. Allows players to adapt their skills

32
Q

Varied practice disadvantages

A

Time consuming
Danger or negative transfer
Fatigue
Information overload

33
Q

Coaching mental practice

A

Very popular
Depends on experience

Beginners:
May be part of distributed practice
Concentrates on basics introduces advanced skills

Experts:
Devote whole training sessions to prepare for major game

34
Q

Part practice

A

When a skill can be broken down into parts of sub-routines

Skills are practiced in isolation and perfected before putting the whole skill back together

35
Q

Part practice advantages

A

Early success
Good for beginners
Good for performers with limited motivation
Good for dangerous skills

36
Q

Part practice disadvantages

A

Do not feel kinaesthetics
Lacks fluency
Tedious
Time consuming

37
Q

Progressive part practice + example

A

Chaining
First part of skill taught and then more parts are added

Eg: dance routine

38
Q

Progressive part practice advantages

A
  1. Keeps links between parts
  2. Gives motivation
  3. Reduces danger
  4. Focuses on weakness
  5. Reduces fatigue
39
Q

Progressive part practice disadvantages

A

Time consuming

Negative transfer

40
Q

Massed practice + example

A

Continuous with no rests between sessions

Normally used when skill is discrete, simple and closed

41
Q

Massed practice advantages

A
  1. Makes skill become automatic
  2. Can repeat skill consistently
  3. Skill can be easily recalled in the future
  4. Efficient use of time
42
Q

Massed practice disadvantages

A
  1. Fatigue
  2. Danger of negative transfer
  3. Demands are high
43
Q

What is the cognitive stage of learning?

A
  1. First stage of learning
  2. Think about actions
  3. Understand how to copy the demo and instructions recurved from a coach
  4. Trial and error
  5. No motor programme
44
Q

What are the 3 stages of learning?

A

Cognitive
Associative
Autonomous

45
Q

Who uses cognitive learning?

A

Beginners

46
Q

What type of feedback would a cognitive learner use?

A
  1. Positive - motivation
  2. Extrinsic
  3. Immediate
47
Q

What is the associative stage of learning?

A
  1. Motor programme
  2. Comparing to a expert (perfect model)
    3.
48
Q

Who uses associative learning?

A

Accomplished performer

49
Q

What type of feedback would an associative learner use?

A
  1. Negative
  2. Positive
  3. Intrinsic
  4. Extrinsic
50
Q

What is the autonomous stage of learning?

A
  1. Motor programme
  2. Fluent, efficient and automatic
  3. Achieved by practice
51
Q

Who uses autonomous learning?

A

High level performers

52
Q

What type of feedback would an autonomous learner use?

A
  1. Negative
  2. Intrinsic
  3. Continuous
  4. Delayed
  5. Knowledge of performance
53
Q

What is positive feedback and why is it used?

A
  1. Entails information about what was good.

2. Used to motivate and maintain effort

54
Q

What is negative feedback and why is it used?

A
  1. Information about what is going wrong so errors can be corrected and bad habits can be eliminated
  2. Used so players can gain more experience
55
Q

What is extrinsic feedback and why is it used?

A
  1. Feedback given from and outside sauce such as a coach

2. Used to improve certain aspects of play

56
Q

What is intrinsic feedback?

A
  1. Feedback that comes from the performer themselves
57
Q

What is knowledge of performance and why is it used?

A
  1. Gives reasons to why something in a game situation did not go very well
  2. Can see how the technique can be developed to produce a better performance than the last attempt
58
Q

What is knowledge of results and why is it used?

A
  1. Gives an indication of whether or not the skill has been successful
    2.