Stages of Learning Flashcards

1
Q

The Cognitive Stage

A

At this stage the learner is trying to understand and develop the basic movement pattern .

The Learner
•Poor error detection and correction ability
•Performance will improve rapidly
•Performance will be inconsistent (many/gross errors)
•The learner is trying to mentally comprehend the movement requirements of the motor skill (what needs to be done)

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2
Q

Coaching to the cognitive stage

A
  • Use BLOCKED PRACTICE as it enables the learner to become farmilar with one, rather than multiple skills
  • Use PART PRACTICE for more complex skills -break complex skills down into smaller parts
  • provide MORE REGULAR FEEDBACK to assist with the learners poor error detection and correction ability, without overloading the learner with information
  • CLOSE THE ENVIRONMENT to reduce the cognitive load so that the learner can focus their attention on learning and replicating the movement pattern
  • use strategies to KEEP MOTIVATION HIGH
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3
Q

The Associative Stage

A

Once the learner has progressed to consistently performing the basic mechanics of the skill with relatively few mistakes, they are said to be in the associative stage

The learner
- performance is becoming more consistent (less errors/minor errors)

  • performance will improve rapidly
  • improved error detection and correction ability
  • the learner is beginning to refine the movement pattern
  • less attention is dedicated to performing the skill
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4
Q

Coaching to the ASSOCIATIVE STAGE

A
  • INCREASE THE VARIABILITY OF PRACTICE (slowly open up the environment)
  • provide FEEDBACK to prevent bad habits developing and assist the athlete to continue to develop their internal feedback mechanism
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5
Q

The Autonomous Stage

A

Once the learner has progressed to consistently performing the movement pattern automatically to a consistently high level, they are said to be in the autonomous stage of learning.

The learner

  • well developed error detection and correction ability
  • consistent high level performance
  • the learner can perform the skill automatically
  • the learner can direct attention to higher order processes such as environmental cues, tactics and strategies
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6
Q

Coaching to the autonomous stage

A
  • use RANDOM PRACTICE eg. USE A HIGH LEVEL OF VARIABILITY by incorporating game-like situations to improve tactical knowledge and decision making (open, unpredictable environment )
  • Provide MORE PRECISE FEEDBACK to make the small but significant differences in performance at the elite level
  • Continue to CHALLENGE THE LEARNER with problem-based learning where they need to seek movement soloutions
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