Skill Aq - Subject Specific Vocabulary Flashcards

1
Q

Define discrete skills

A

Discrete skills have a clear beginning and end.

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2
Q

Define serial skills

A
  • Serial skills are several skills linked together.
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3
Q

Define continuous skills

A
  • Continuous skills have no clear beginning or end.
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4
Q

Define gross skills

A

Gross skills use large muscle groups.

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5
Q

Define fine skills

A
  • Fine skills use smaller muscle groups.
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6
Q

Define high organisation skills

A

High organisation skills are difficult to break down into parts/sub routines.

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7
Q

Define low organisation skills

A
  • Low organisation skills are easy to break down into parts/sub routines.
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8
Q

Define open skills

A

Open skills are performed in unstable, ever changing environments.

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9
Q

Define closed skills

A
  • Closed skills are performed in stable, unchanging environments.
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10
Q

Define self-paced skilsl

A

Self-paced skills allow the performer to decide when they start and how fast they perform.

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11
Q

Define externally-paced skills

A

Externally-paced skills have their start, and the speed at which they are performed dictated
by external factors.

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12
Q

Define simple skills

A

Simple skills require few decisions to be made when performing. They may also require
limited coordination and concentration due to a limited number of sub routines.

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13
Q

Define complex skills

A

Complex skills require high levels of information processing / lots of decisions to be made.
They may also require high levels of coordination and concentration due to a high number
of sub routines

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14
Q

Define skill

A

Skill is the learned ability to bring about a predetermined result with the minimum outlay of
time and/or energy.

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15
Q

Define positive transfer

A
  • Positive: The learning of one skill aids the learning of another.
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16
Q

Define negative transfer

A
  • Negative: The learning of one skill hinders the learning of another.
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17
Q

Define zero transfer

A
  • Zero: The learning of one skill has no effect on the learning of another.
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18
Q

Define bilateral transfer

A

Bilateral: The learning of a skill using a limb on one side of the body can be transferred
across to the limb on the other side of the body.

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19
Q

Define whole practice

A

Whole practice: Practising a skill its entirety eg sub routine A B and C all together

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20
Q

Define whole-part-whole practice

A

Whole-part-whole practice: Demonstrating the skill in its entirety, eg ABC, to identify a
specific weakness. Practising the weakness in isolation eg B. The putting it all back together
again, eg ABC.

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21
Q

Define progressive part practice

A

Progressive part practice: Learning the first part of a skill before adding parts one at a
time eg A, B, AB, C, ABC. Sometimes called chaining.

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22
Q

Define distributed practice

A
  • Distributed practice: Practising with rest intervals.
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23
Q

Define massed practice

A
  • Massed practice: Practising without rest interval.
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24
Q

Define mental practice

A

Mental practice: Rehearsing a skill in your head with no physical movement. Can be done
from an internal perspective eg looking from within yourself or external perspective eg like
watching yourself on TV.

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25
Q

Define variable practice

A
  • Variable practice: Repeatedly changing practice type, drills, or situation.
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26
Q

Define insight learning

A

The theory aims to develop a performer’s learning by understanding the relationship
between the sub-routines or different factors that may influence the whole problem rather
than learning specific movement patterns.

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27
Q

Define learning plateau

A

A period where no improvement is made in performance.

28
Q

Define observational learning

A

This theory states we learn via watching others. Bandura’s model suggests 4 factors which affect
the success of observation learning

29
Q

Define positive reinforcement

A

Positive reinforcement: Introduction of a desirable stimulus following the correct
response.

30
Q

Define negative reinforcement

A

Negative reinforcement: The removal of an undesirable stimulus after the correct
response

31
Q

Define punishment

A
  • Punishment: Introduction of an undesirable stimuli after the incorrect response.
32
Q

Define cognitive stage of learning

A

Cognitive stage of learning: This is the first stage where learning is very much trial and
error. The performer lacks a clear mental image of what the skill should look like so learns
through observing others to develop understanding of the relationships between subroutines. Large errors will often be made.

33
Q

Define intrinsic feedback

A

Feedback from within the performer.

34
Q

Define knowledge of performance

A

Feedback about the execution of the skill.

35
Q

Define knowledge of resultd

A

Feedback about the outcome of the skill.

36
Q

Define manual guidance

A

A coach can physically support an athlete during a movement.

37
Q

Define mechanical guidance

A

The use of artificial aids to support an athlete during a movement.

38
Q

Define negative feedback

A

Feedback about what went wrong. The correction of errors.

39
Q

Define positive feedback

A

Feedback about what went well.

40
Q

Define verbal guidance

A

Using spoken words to bring about an improvement in performance.

41
Q

Define visual guidance

A

Providing information which can be observed to bring about an improvement in performance.

42
Q

Define temporal anticipation

A
  • Temporal anticipation: Refers to the timing of an action or when something will occur.
43
Q

Define spatial anticipation

A
  • Spatial anticipation: Where an individual thinks an action will occur.
44
Q

Define central executive

A

Central executive: The control centre of the working memory. It directs information to the
other sub systems.

45
Q

Define episodic buffer

A

Episodic buffer: Acts as a link between the other two sub systems to create sequences that
can be compared to or stored in the long term memory.

46
Q

Define phonological loop

A
  • Phonological loop: Deals with sounds.
47
Q

Define visuospatial sketchpad

A

Visuospatial sketchpad: Deals with information which can be seen and understanding
where things are taking place in relation to each other.D

48
Q

Define Hick’s Law

A

The more choices there are the slower reaction time.

49
Q

Define chunking

A
  • Chunking: Breaking actions into sub routines or parts so they can be more easily recalled.
50
Q

Define chaining

A
  • Chaining: Linking bits of information together so it can be stored as one item.
51
Q

Define perception

A

The process of filtering and making sense of sensory information.

52
Q

Define psychological refractory period

A

The delay in response to the second of two closely spaced stimuli.

53
Q

Define single channel hypothesis

A

suggests that the brain can only deal with one
piece of information at a time

54
Q

Define simple reaction time

A
  • Simple reaction time: The time taken to start a single response to a single stimulus.
55
Q

Define choice reaction time

A

Choice reaction time: The time taken between a stimulus and an action which requires a
choice

56
Q

Define recall schema

A

Recall schema initiates the action, occurring before the movement:

57
Q

Define initial conditions

A
  • Initial conditions: Information from the environment eg about where the performer is.
58
Q

Define response specification

A
  • Response specifications: Information about what the performer needs to do.
59
Q

Define recognition schema

A

Recognition schema controls the action, occurring after the movement:

60
Q

Define sensory consequence

A
  • Sensory consequences: Information about how the movement felt.
61
Q

Define response outcome

A
  • Response outcomes: Information about what happened.
62
Q

Define selective attention

A

Filtering information to identify what are perceived to be relevant stimuli and ignore stimuli
deemed irrelevant

63
Q
A
64
Q

Define extrinsic feedback

A

Feedback from external sources.

65
Q

Define autonomous stage of learning

A

Autonomous stage of learning: Performance of skills can be completed with little thought
allowing the performer to concentrate on other aspects such as tactics and strategies.
Intrinsic feedback is highly developed so the performer can self-correct. They’re very few, if
any smaller errors in skill execution.

66
Q

Define associative stage of learning

A

Associative stage of learning: Associative learners are in the practice stage. They will have
developed a mental image of the skill but will still be reliant on some external feedback.
They are starting to develop intrinsic feedback by comparing their performance to others.
Though errors are still evident they are smaller and there are fewer of them.