Skills Acquisition Flashcards

1
Q

Massed Practice

A

Continuous practice without rest (free throws in basketball).

Positives: Promotes fitness and motor skills
Negatives: Fatigues and bad for beginners

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2
Q

Distributed Practice

A

Practice with breaks in between repetitions (rugby player practicing phases of play).

Positives: Good for cognitive performers as time for visualization and extrinsic feedback.
Negatives: Not time effective especially for autonomous performers.

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3
Q

Varied Practice

A

Changing the practice type and practice drills (passing drill into possession drill)

Positives: Fun and good for open and complex skills.
Negatives: Too demanding and risk of negative transfer.

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4
Q

Mental Practice

A

Athletes go through movement in their mind (visualizing a free kick).

Positives: Improves confidence, lowers anxiety and can help with decision making.
Negatives: Poor visualization can lower confidence and may not calm you down.

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5
Q

Whole Practice

A

Complex skill is performed in its entirety without any attempts to break it down into sub-routines.

Good for fast, highly organized, complex skills like shooting in basketball as it helps to gain kinesthesis.

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6
Q

Whole-part-whole Practice

A

Skill is performed in entirely then broken down for practice then put back as whole practice.

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7
Q

Progressive-part Practice

A

A method where the skill is broken down into parts and the sub-routines are practiced individually.

Eg. layup in basketball divided into smaller parts

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8
Q

Positive Transfer

A

Previously learner skill aids the development of another.

Tennis hat aids the learning of a hit in squash

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9
Q

Negative Transfer

A

A previously learnt skill hinders the learning of a new skill.
(Tennis serve and badminton serve)

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10
Q

Zero Transfer

A

No effect on current performance from previously learnt skill.
(Swimming and snooker)

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11
Q

Bilateral Transfer

A

Involves the transfer of learning from one limb to another.

Passing with your left foot

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12
Q

Characteristics of a Skill

A
Learned
Aesthetic
Controlled
Efficient
Fluent
Accurate
Consistent
Goal Directed
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13
Q

Learned

A

Significant time has been spent practicing. (A football player spends 30 minutes after every training session practicing free kicks)

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14
Q

Aesthetic

A

It is pleasing to observe.

Basketball player able to shoot in motion

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15
Q

Controlled

A

Every part of the skills is coordinated to be executed effectively and in time. (Swimmer can breath while maintaining momentum from strokes)

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16
Q

Efficient

A

Actions are performed with precision using a minimum output of energy.
(Midfield spreads the ball around the pitch with little touches)

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17
Q

Fluent

A

Actions flow naturally and are not forced

Tennis player is always in movement, anticipating the return

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18
Q

Accurate

A

The skills is executed with precision.

A volleyball player can serve directly to its intended target

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19
Q

Consistent

A

Repeatable with a high success rate after time.

Basketball player has a high free throw percentage

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20
Q

Goal Directed

A

There is a clear aim in mind before the skill.

Judo wrestler goes for a takedown with intention already sorted

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21
Q

Continuum 1: Open or Closed

A

Open: Constantly changing surroundings and environment
Closed: Same environment every time

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22
Q

Continuum 2: Gross or Fine

A

Gross: Using large muscle groups
Fine: Small muscled with precise execution

23
Q

Continuum 3: Self-paced or Externally paced

A

Self: Can perform the skills when desired
Externally: You act depending on your environment in the moment

24
Q

Continuum 4: Discrete, Serial or Continuous

A

Discrete: Clear beginning and end of skill
Serial: Discrete skills linked together
Continuous: No clear beginning or end

25
Continuum 5: High Organized or Low Organized
Low: Easily broken into sub-routines High: Not easily broken down
26
Continuum 6: Simple or Complex
Simple: Required minimal decision making when being performed Complex: Requires decision making using information.
27
Definition of learning
Learning is a permanent change in behavior that occurs as a result of practice
28
Cognitive Stage of Learning
- Performer has to think through their actions and may be trying to copy a demonstration - Base actions off extrinsic feedback received - Slow decision making leads to influential actions - Motor programmed are not developed yet
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Associative Stage of Learning
- Achieved through practicing the skill repeatedly - Feedback becomes a mix of external and internal - Performers may model their performances to elite athletes - Skills becomes fluent and more aesthetically pleasing
30
Autonomous Stage of Learning
- The performer has practiced effectively for a long time - Motor programs are fully developed - All feedback is intrinsic except for tactics - Performers can now visualize elite performance
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Importance of feedback
1) Information to aid error correction 2) There to improve performance 3) Correct feedback is vital
32
Positive Feedback
Positive feedback tells player what they did well and aims to increase effort and motivation for them to repeat actions
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Negative Feedback
Tell player what they have done the wrong to correct errors with it more useful to experienced players.
34
Extrinsic Feedback
Given by an outside source like a coach and it is usually used for cognitive learns from experienced sources
35
Intrinsic Feedback
Feedback from within the performer using the use of kinesthesis and is used by autonomous performers.
36
Knowledge of Results
Feedback given by the result of the action and whether the skill was successful or not. Mostly used by cognitive performers.
37
Knowledge of Performance
Giving feedback to themselves via how they felt while acting out the skill. Used by mostly autonomous performers.
38
Drive Reduction
Where performer’s drive to success has been lost after gaining success.
39
Causes of plateaus
- Lack of motivation - Boredom - Poor coaching - Limit of ability - Targets set too low - Fatigue
40
Insight Learning
Using experience and existing knowledge to form ideas on how to effectively deal with situations within the game
41
Observational Learning (Bandura)
1) Attention: Performer watched a suitable demonstration performed by a MKO done accurately 2) Retention: Performer mentally rehearses the movements after the demonstration 3) Motor Production: The physical movement is recreated by the performer 4) Motivation: The performer must be motivated to develop the skills
42
Constructivism
The construction of new skills by building upon what you already know
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Using the zone of proximal development
1) What can I do alone? 2) What can I do with help? 3) What can I not do yet?
44
Social development - Vgotsky
Skills learned from MKO is developed and used in sport
45
Trait Theory
Tray theory states that people are born with characteristics and personalities which remain consistent throughout their life
46
Social Learning Theory
Argues that personality is learned and we learn our characteristics from the significant others around us as we grow up and certain moments in their life
47
How is behavior learned according to Social learning theory?
1) Observed 2) Identified 3) Reinforced 4) Copied
48
Interactionist Theory
A theory which says that both born traits and developed characteristics combine to form our personality
49
Lewin’s formula
Behavior = Function of (Personality Traits x Environment)
50
Hollander’s Model (Circle)
Centre: Phycological Core Middle: Typical Response Outer Circle: Role Related Behaviour
51
Cognitive Dissonance
Situation is adjusted to change the thinking of the performer, adjusting their attitude.
52
Competitive Trait Anxiety
A player feels nervous before most games no matter the situation they find themselves in
53
Competitive State Anxiety
Temporary anxiety which occurs due to the situation and environment they find themselves in