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
PRACTICE PRESENTATION when to use PROGRESSIVE PART and advantages and disadvantages
- 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
PRACTICE PRESENTATION whole, whole part whole, pregressive part definitions
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
TYPES OF PRACTICE MASSED definition, when to use and pros and cons
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
TYPES OF PRACTICE DISTRIBUTED definition, when to use and pros and cons
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
TYPES OF PRACTICE VARIABLE definition, when to use and pros and cons
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
TYPES OF PRACTICE MENTAL definition, when to use and pros and cons
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
GUIDANCE visual definiton and pros and cons
- improving via seeing/watching model performances - good = creates mental images, sees correct technique - bad = no kinisthetic feel, must be accurate
32
GUIDANCE verbal definiton and pros and cons
- spoken instructions - good = creates mental images - bad = confusion over complex language, no kinisthetic feel
33
GUIDANCE manual and mechanical definiton and pros and cons
man - physical support mech - support via equiptment good = kinisthetic feel, gain confidance bad = can be unconfortable with contact, becomes reliant on help
34
FEEDBACK intrinsic and extrinsic
-in = feedback from within form the proprio receptors ex = comes from an external source
35
FEEDBACK negative and positive
neg = feedback focussing on bad points pos = feedback focussing on good points
36
FEEDBACK knowlege of results / performance
result = about an outcome, usually numerical perf = about technique
37
FEEDBACK guidelines ( 5 )
- stages of learning - amount of feedback - more general or complex - how to present - frequency