skill aquisition Flashcards

1
Q

Characteristics for skillfull performer

ACEFLAG

A
  • aesthetically pleasing
  • consistant
  • efficient
  • fluent
  • learned
  • accurate
  • goals
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2
Q

SKILLFUL PERFORMER

aesthetically pleasing

A

good to watch

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3
Q

SKILLFUL PERFORMER

consistant

A

repeatable at same level

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4
Q

SKILLFUL PERFORMER

efficient

A

no energy wasted

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5
Q

SKILLFUL PERFORMER

fluent

A

smooth and links together

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6
Q

SKILLFUL PERFORMER

learned

A

developed through practice

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7
Q

SKILLFUL PERFORMER

accurate

A

precise movements

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8
Q

SKILLFUL PERFORMER

goals

A

clear aim in mind

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9
Q

SKILLS

gross vs fine

A

gross = involves large movements of large movements

fine = involves small movements of small muscles

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10
Q

SKILLS

externally paced vs self paced

A

ex = other factors determine when to start skill

self = performer decided when to start skill

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11
Q

SKILLS

open vs closed

A

open = unstable changing environment

closed = stable non chnaging environment

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12
Q

SKILLS

high in organisation vs low

A

high = hard to break down

low = easy to break down

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13
Q

SKILLS

simple vs complex

A

simple = little cognative involvement for decision

complex = large cognative involvement for decision making

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14
Q

SKILLS

discreet vs serial vs continuous

A

Discreet = clear beginning and end
Serial = de screen skills in sequence
Continuous = no clear beginning and end Serial

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15
Q

TRANSFER OF LEARNING

Zero definition and example

A
  • when the skill has no affect on the performance or another
  • eg. Shooting in b ball and kicking a football
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16
Q

TRANSFER OF LEARNING

Bilateral definition and example

A
  • Transferring skill from one side to another
  • eg: drubbing in the left to right hand
17
Q

TRANSFER OF LEARNING

Negative definition and example and bad consequences

A
  • when a skill hinders the performance of another
  • eg: shooting in b ball to netball
  • makes the skill time consuming and habits need to be broken
18
Q

TRANSFER OF LEARNING

Positive definition example and benifits

A
  • when the skill enhances the learning of another
  • eg: chest pass in b ball to netball
  • good bc it can save time because don’t have to learn as much
19
Q

TRANSFER OF LEARNING

How to ensure positive transfer

A
  • over learn first skill
  • lots of feedback
  • avoid similar skills practiced closely
  • include game situations
20
Q

STAGES OF LEARNING

Cognative

A
  • rely on coach
  • getting to grips with task
  • asking questions
  • forming mental pictures
  • many mistakes
21
Q

STAGES OF LEARNING

Associative

A
  • knows what needs to be practice
  • more consistent performance but mistakes
  • starting to correct mistakes
22
Q

STAGES OF LEARNING

autonomous

A
  • can perform the skill automatically
  • high consistency
  • can detect mistakes
  • can process info whilst doing the skill
23
Q

PRACTICE PRESENTATION

when to use WHOLE and advantages and disadvantages

A
  • high organisation skills
  • autonomous learning stage
  • high fitness
  • highly motivated
  • high organisation

good - kinisthetic feel, time saving, intrincic feedback

bad - if low fitness = injury, no extrincic feedback

24
Q

PRACTICE PRESENTATION

when to use WHOLE PART WHOLE and advantages and disadvantages

A
  • complex skills
  • dangerous skills
  • highly motivated

good = kinisthetic feel, can use both intrncic and extrinsic

bad = time consuming, may not be fluent

25
Q

PRACTICE PRESENTATION

when to use PROGRESSIVE PART and advantages and disadvantages

A
  • complex
  • dangerous
  • low organisation
  • low fitness and confidance

good = helps break down, gives confidance to less motivated

bad = time consuming, no kinisthetic feel, bad for high organisation, less fluent

26
Q

PRACTICE PRESENTATION

whole, whole part whole, pregressive part definitions

A

whole = teaching a skill without breaking it apart

whole part = observes whole skill before identifying areas to improve

progressive = teaching different parts and bringing the together

27
Q

TYPES OF PRACTICE

MASSED definition, when to use and pros and cons

A

continuous ptactice with no rest

  • autonomous learning
  • high fitness and motivation
  • descrete skills
  • skimple skills
  • safe
  • high organisation

good - overlearning = good habits, develops fitness

bad - tiring could lead to injurys, no extrincic feedback

28
Q

TYPES OF PRACTICE

DISTRIBUTED definition, when to use and pros and cons

A

regukar relitively long intivals

  • complex
  • gross
  • low organisation
  • serial
  • cognative
  • low fitness and motivation

good - breaks used for rest. periods and feedback to recover from fatiuge

bad - time consuming, bored easily meaning behaviour deteriorates

29
Q

TYPES OF PRACTICE

VARIABLE definition, when to use and pros and cons

A

changing type of actitity reguarly

  • autonomous and cognative
  • open
  • exernally paced

good - game experience, positive transfer

bad - time consuming, cognative counld get confused easily

30
Q

TYPES OF PRACTICE

MENTAL definition, when to use and pros and cons

A

creating a mental image of yourswelf performing sucessfully ( internal and external )

  • cognative = for basic skills
  • autonomous = complex
  • complex skills = remembering technique

good - reherses tactics, biuld confidance

bad - must be done in quiet areas with little distractions, no kinisthetic feel, must be practiced

31
Q

GUIDANCE

visual definiton and pros and cons

A
  • improving via seeing/watching model performances
  • good = creates mental images, sees correct technique
  • bad = no kinisthetic feel, must be accurate
32
Q

GUIDANCE

verbal definiton and pros and cons

A
  • spoken instructions
  • good = creates mental images
  • bad = confusion over complex language, no kinisthetic feel
33
Q

GUIDANCE

manual and mechanical definiton and pros and cons

A

man - physical support
mech - support via equiptment

good = kinisthetic feel, gain confidance

bad = can be unconfortable with contact, becomes reliant on help

34
Q

FEEDBACK

intrinsic and extrinsic

A

-in = feedback from within form the proprio receptors

ex = comes from an external source

35
Q

FEEDBACK

negative and positive

A

neg = feedback focussing on bad points

pos = feedback focussing on good points

36
Q

FEEDBACK

knowlege of results / performance

A

result = about an outcome, usually numerical

perf = about technique

37
Q

FEEDBACK

guidelines ( 5 )

A
  • stages of learning
  • amount of feedback
  • more general or complex
  • how to present
  • frequency