skill aquisition Flashcards

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1
Q

information processing

A

method where data from environment are collected

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2
Q

display and example

A

sporting environment e.g. crowd

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3
Q

receptor systems

A

senses that pick up info from the display

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4
Q

5 different senses

A
sight
auditory
touch
balance
kinesthesis
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5
Q

kinesthesis

A

inner sense that provides info from within the body

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6
Q

proprioceptors

A

senses that provide internal info from within the body

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7
Q

selective attention

A

filtering relevant information from irrelevant information

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8
Q

how to develop selective attention

A
  • stimulus made more intense and bright

- improved motivation

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9
Q

benefits of selective attention

A
  • improved reaction time

- correct decision

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10
Q

DCR

A

detection - picked up relevant info
comparison - match info identified to info already in memory
recognition - use info from memory to identify appropriate response

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11
Q

perceptual mechanism

A

detects the hose of info picked up by the receptors and ensures it is filtered into relevant and irrelevant information

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12
Q

translatory mechanism

A

adapting and comparing coded info to memory so decisions can be made

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13
Q

how does translators mechanism work? and example

A

it uses coded info from perceptual process to pick out an appropriate motor programme
e.g. info on flight of ball compared with image of backhand

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14
Q

effector mechanism

A

network of nerves that sends coded impulse to muscles so muscles can perform the action

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15
Q

whitings information processing model

A

input -> receptor systems -> perceptual mechanism -> translators mechanism -> effector mechanism -> muscular system -> output -> feedback data

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16
Q

who developed schema theory?

A

schmidt 1982

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17
Q

what is schema theory?

A

when developing a skill core principles can be taken from an existing motor programme and adapted using info from the display and feedback from sense

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18
Q

example of schema theory

A

javelin and football keeper both use motor programmes made up of sub-routines such as grip, arm action and follow through

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19
Q

define recall schema

A

initiates movement, comes before the action

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20
Q

2 parts of recall schema

A
  1. initial conditions = info from environment (where am i?)

2. response specifications = info from environment is assessed (what do I need to do?)

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21
Q

define recognition schema

A

controls movement, happens during action

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22
Q

2 parts of recognition schema

A
  1. sensory consequences = info about the feel of movement, use senses to help guide the movement
  2. response outcome = feedback about the result, schema + motor programme updated by knowledge of results
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23
Q

3 things a coach can do when coaching schema?

A
  • varied practice
  • frequent feedback to ensure actions and motor programmes can be adjusted
  • reinforcement = increased motivation
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24
Q
  1. initial conditions and example
A

info from environment (where am i?) e.g. position on court must be recognised before schema can be used

25
Q
  1. response specification and example
A

info from environment is assessed (what do I need to do?) e.g. how close is opposition how long do i need to pass the ball

26
Q
  1. sensory consequences and example
A

info about the feel of movement, use senses to help guide the movement e.g. when a longer pass is needed arm action would be stronger

27
Q
  1. response outcome and example
A

feedback about the result, schema + motor programme updated by knowledge of results e.g. did the pass reach the target if pass was successful schema was successful

28
Q

response time define

A

time taken from the onset of a stimulus to the completion of a task

29
Q

response time formula

A

reaction time + movement time

30
Q

reaction time

A

time taken from onset of a stimulus to onset of a response

31
Q

movement time

A

time taken from start to completion of a task

32
Q

simple reaction time and example

A

1 specific response to 1 stimulus e.g. start of a race

33
Q

choice reaction time and example

A

choosing from numerous stimulus and then once correct stimulus is chosen choosing from numerous responses e.g. football

34
Q

what are the 4 factors influencing response time?

A
  1. hicks law
  2. single channel hypothesis
  3. psychology refractory period
  4. anticipation
35
Q

what is hicks law?

A

reaction time increases as number of choices increases

36
Q

advantage of hicks law

A

you can keep opponents guessing e.g. change tennis serve as this increases response preparation time and delays actions of opponents

37
Q

why might hicks law not be correct

A

players get familiar with environment

38
Q

what is single channel hypothesis?

A

stimuli can only be processes 1 at a time

- the delay in processing a second stimuli increases response time

39
Q

what is PRP

A

psychological refractory period

= a delay when a 2nd stimulus is presented before the 1st has been processed

40
Q

what might happen to a performer when a 2nd stimulus i presented before the first has been processed

A

performer might freeze to sort out conflicting info

41
Q

PRP example

A

tennis opponent hits ball to forehand it hits net and goes to backhand

42
Q

advantage of PRP

A

deceive an opponent to force delay in their response e.g. dummy

43
Q

Anticipation

A

= prejudging a stimulus from cues e.g. body language

44
Q

2 types of anticipation

A
temporal = when it is going to happen
spatial = what and where it is going to happen
45
Q

5 thing to improve response time

A
  1. mental practice
  2. increased focus and concentration (making stimulus more intense)
  3. anticipation
  4. fitness ( interval training and plyometrics)
  5. train to specific stimuluses
46
Q

central executive

A

control centre for WMM and uses 3 other systems to control all info

47
Q

phonological loop

A

deals with auditory info from senses and helps produce the memory trace

48
Q

visuospatial sketchpad

A

used to temporarily store visual and spatial information

49
Q

two parts of phonological loop

A

phonological store and articulatory system e.g. coaches instructions

50
Q

2 parts of visuospatial sketchpad

A

visual cache = form and colour

Inner scribe = spatial and movement info

51
Q

Episodic buffer

A

coordinates PL and VS into sequences which produce patterns of skilled actions and sent to LTM

52
Q

LTM

A

receives info from working memory and has an unlimited capacity for storage of motor programmes

53
Q

process of long term memory

A
  1. WM picks relevant info filters irrelevant and goes to LTM
  2. WM produces a memory trace of skill and works with LTM by sending memory trace to it so it can be compared to info already contained in LTM
54
Q

do WM and LTM work together ?

A

yes in a 2-way process to help sports performer compare info and make decisions

55
Q

3 features of working memory

A
  • initiates action by sending memory trace
  • limited capacity 7 items (anything more lost)
  • limited time scale 30secs
56
Q

2 features of long term memory

A
  • important info stored in form of motor programme which is a more permanent trace of skill
  • has larger capacity and it can store info for a lifetime if needed
57
Q

7 strategies to ensure information is stored in the LTM

A
Chunking
Rewards
Reinforcement
Chaining
Focus and concentration
Mental practice
Association
58
Q

chunking

A

= breaking the skilled action into parts or sub-routines

59
Q

chaining

A

items of info recalled in a sequence