Skill Aquisition Flashcards

1
Q

What is a skill

A

A skill is inherited

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2
Q

What is an ability

A

It’s inherited

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3
Q

Self paced

A

The performer dictates the start and speed of he movement

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4
Q

Concurrent feedback

A

Feedback given during performance

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5
Q

Terminal feedback

A

Feedback given after performance

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6
Q

How feedback benefits a performer

A
Improves knowledge of skill
Improves kinaesthetic awareness 
Positive feedback can reinforce the correct response
Can help remove errors
Increase motivation
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7
Q

Characteristics of a cognitive learner

A

Require conscious thought
Have inconsistent performances
Makes lots of gross errors
Requires lots of feedback

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8
Q

Autonomous performers characteristics

A
Don’t require conscious thought 
Consistent performances
Make few errors 
Able to self evaluate 
Good selective attention 
Fully developed kinaesthetic awareness
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9
Q

Hicks law

A
  • As the number of possible responses increases so does response time
  • until 10 responses where there’s no change in response time
  • if the player is hitting an expected shot, there are less possible responses and response time will be quicker
  • if the shot is unexpected, then there are more possible responses and response time increases
  • if it is a simple skill with few decisions, response time is quicker
  • if it’s a complex skill then response time is slower
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10
Q

Motor programmes

A

Motor programmes are skills stored as subroutines in the LTM

  • they are stored as sequences to produce a movement
  • they allow less information to be recalled
  • this speeds up decision making
  • prevents info overload
  • means performers have a faster reaction time
  • can be adapted to produce a new skill
  • this is schema
  • stores less info making it easier to recall
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11
Q

Knowledge of results

A

Feedback on the outcome

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12
Q

Positive feedback

A

Praise about a skill or movement

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13
Q

Knowledge of performance

A

Feedback on the success of the motor programmes dispute result

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14
Q

Delayed feedback

A

Feedback given after performance

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15
Q

Operant conditioning negative reinforcement

A
  • involves giving critical comments about incorrect response
  • encourages performers to change behaviour
  • when correct response is given it is removed to encourage repetition
  • strengthens SR bond
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16
Q

Operant conditioning principles (intro)

A

Involves learning through trial and error
The coach changes the environment to allow the performer to fail and succeed this is shaping
It used positive/ negative reinforcement and punishment.

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17
Q

Operant conditioning positive reinforcement

A

Involves giving praise when correct response is given
Encourages repetition of the movement
Strengthens SR bond

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18
Q

Strategies to improve short term sensory store

A

Increase intensity of stimulus e.g. brighter ball

  • slow down stimulus to give performers time to react
  • slow it down to make it realistic
  • Direct the performer using key cues
  • practice with distractions
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19
Q

Psychological refractory period

A

Due to the single channel hypothesis only one stimulus can be processed at a time.
As the second stimuli arrives the first is being processed,
This means it has to wait
This is the psychological refractory period which slows down reaction and response time

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20
Q

Zero transfer

A

The learning of one skill has no impact on another skill

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21
Q

Negative transfer

A

The learning go if one skill hinders the learning of another

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22
Q

Positive transfer

A

The learning of one skill benefits the learning of another

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23
Q

GACEF

A
Goal orientated 
Aesthetically pleasing 
Consistent 
Efficient 
Fluent
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24
Q

Continuous

A

The end of one cycle is the start of another (running)

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25
Serial
Linked discrete skills
26
Novice performers
Have poor selective attention They focus on irrelevant info like crowd noise Which is passed onto the STM this causes info overload Causing the performer to lose concentration on relevant info
27
Gross
Large muscle groups
28
Spatial anticipation
Predict what is going to happen
29
Temporal anticipation
Predict when it will happen
30
Benefits if anticipation
As the number of responses decreases so does response time The psychological refractory period is removed
31
Bi lateral transfer
Where a skill is transferred from one side of the body to another
32
Pro active transfer
The learning of one skill impacts a skill in the future
33
Open
The environment is unstable and changing
34
How can a coach ensure positive transfer occurs
Ensure the elements can transfer Make it realistic by using similar movements Explain the two skills that can transfer Use positive reinforcement like praise Use planned progression
35
Function of LTM
Stores motor programs Sends motor programmes to STM stores and receives relevant info Supports DCR process
36
LTM characteristics
Stores unlimited information for unlimited amount of time
37
STM characteristics
Stores 7 (+/-2) for 30s
38
Perceptual skill
Detecting a stimulus from the environment
39
Function of STSS
Receives stimuli from the environment through sensory receptors Selective attention: Blocks out irrelevant info and passes on relevant to STM The DCR process occurs
40
Motor skill
Large muscle contractions
41
Psycho motor skill
Decision making followed by large muscle contractions
42
Externally paced
The environment dictates start and speed of movement
43
Closed
The environment is stable and unchanging
44
Retro active transfer
The learning of one skill has an impact on a previously learned skill
45
Complex
Involves lots of decisions
46
Low organisation
Can be broken down easily into sub routines
47
High organisation
Can’t be broken down easily into subroutines
48
Discrete
Has a clear start and end
49
Simple skill
Involves few decisions
50
Cognitive skill
Thinking skill which involves decision making
51
Streamer goes to improve LTM
Make info relevant using key cues Chunk and chain info Practice frequently Provide positive reinforcement like praise to improve SR bond
52
DCR
Detect Compare React
53
STSS characteristics
Unlimited information for one second
54
STM characteristics
Receives information from STSS receives motor programmes from LTM initiates motor programmes and sends nerve impulses to the muscles Decision making occurs
55
Fatigue that leads to injury
Allow time for rest and recovery
56
Learning plateau
A period of time with no change in performance
57
Demotivation
Vary training to make it enjoyable
58
Immediate feedback
Feedback given straight after performance
59
Extrinsic feedback
Feedback from an external source
60
Intrinsic feedback
From within performer in their proprioceptors
61
Negative feedback
Critical comments on performance and how to improve 
62
Fine
Small muscle groups used
63
Whole practice
This is where a skill is not broken down into subroutines and is practiced as a whole B-ballistic skills A- autonomous performers( can cope with demands S-simple (few decisions) H-high organisation
64
Benefits of whole practice
Helps performer develop kinaesthetic awareness and improve motor programmes Increases likelihood of positive transfer Time efficient
65
Drawbacks of whole practice
Not suitable for cognitive learners as they cannot cope with the demands in terms of decision making Not suitable with complex skills If the performer is constantly failing it can cause Demotivation