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
Q

Continuum 5: High Organized or Low Organized

A

Low: Easily broken into sub-routines
High: Not easily broken down

26
Q

Continuum 6: Simple or Complex

A

Simple: Required minimal decision making when being performed
Complex: Requires decision making using information.

27
Q

Definition of learning

A

Learning is a permanent change in behavior that occurs as a result of practice

28
Q

Cognitive Stage of Learning

A
  • 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
29
Q

Associative Stage of Learning

A
  • 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
Q

Autonomous Stage of Learning

A
  • 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
31
Q

Importance of feedback

A

1) Information to aid error correction
2) There to improve performance
3) Correct feedback is vital

32
Q

Positive Feedback

A

Positive feedback tells player what they did well and aims to increase effort and motivation for them to repeat actions

33
Q

Negative Feedback

A

Tell player what they have done the wrong to correct errors with it more useful to experienced players.

34
Q

Extrinsic Feedback

A

Given by an outside source like a coach and it is usually used for cognitive learns from experienced sources

35
Q

Intrinsic Feedback

A

Feedback from within the performer using the use of kinesthesis and is used by autonomous performers.

36
Q

Knowledge of Results

A

Feedback given by the result of the action and whether the skill was successful or not. Mostly used by cognitive performers.

37
Q

Knowledge of Performance

A

Giving feedback to themselves via how they felt while acting out the skill. Used by mostly autonomous performers.

38
Q

Drive Reduction

A

Where performer’s drive to success has been lost after gaining success.

39
Q

Causes of plateaus

A
  • Lack of motivation
  • Boredom
  • Poor coaching
  • Limit of ability
  • Targets set too low
  • Fatigue
40
Q

Insight Learning

A

Using experience and existing knowledge to form ideas on how to effectively deal with situations within the game

41
Q

Observational Learning (Bandura)

A

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
Q

Constructivism

A

The construction of new skills by building upon what you already know

43
Q

Using the zone of proximal development

A

1) What can I do alone?
2) What can I do with help?
3) What can I not do yet?

44
Q

Social development - Vgotsky

A

Skills learned from MKO is developed and used in sport

45
Q

Trait Theory

A

Tray theory states that people are born with characteristics and personalities which remain consistent throughout their life

46
Q

Social Learning Theory

A

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
Q

How is behavior learned according to Social learning theory?

A

1) Observed
2) Identified
3) Reinforced
4) Copied

48
Q

Interactionist Theory

A

A theory which says that both born traits and developed characteristics combine to form our personality

49
Q

Lewin’s formula

A

Behavior = Function of (Personality Traits x Environment)

50
Q

Hollander’s Model (Circle)

A

Centre: Phycological Core
Middle: Typical Response
Outer Circle: Role Related Behaviour

51
Q

Cognitive Dissonance

A

Situation is adjusted to change the thinking of the performer, adjusting their attitude.

52
Q

Competitive Trait Anxiety

A

A player feels nervous before most games no matter the situation they find themselves in

53
Q

Competitive State Anxiety

A

Temporary anxiety which occurs due to the situation and environment they find themselves in