theories of skill acquisition Flashcards

1
Q

linear approaches to learning

A
  • high volume of practice trials
  • lots of drills and repetition
  • absence of a simulated game environment
  • reliant on a coach
  • fewer movement solutions
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2
Q

non-linear approaches to learning

A
  • practice mimics how the movement skill could be performed in an actual game (representativeness)
  • task simplification
  • informational contraints: focused on the outcome
  • variability in practice
  • greater retention of skills
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3
Q

direct instruction (linear) characteristics

A
  • instructor led, coach centred
  • develop explicit steps to learning a new skill
  • ensure mastery at each stage
  • specific feedback
  • adequate practice
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4
Q

direct instruction (linear) advantages

A
  • learner is aware they are learning the skill
  • quick and easy to implement
  • maximize practice time
  • facilitates rapid early learning
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5
Q

direct instruction (linear) disadvantages

A
  • learners are forced to pay conscious attention to the skill (they may overthink and perform worse)
  • harder to perform under pressure
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6
Q

constraints based approach (non-linear) characteristics

A
  • learner-centered
  • coach as facilitator
  • questioning the learner, not telling them directly what to do
  • exploration of movement context
  • generation of knowledge
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7
Q

constraints based approach (non-linear) advantages

A
  • practice mimics the game environment
  • variability of practice
  • implicit learning occurs
  • movement and problem solving
  • promotes independent learning
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8
Q

constraints based approach (non-linear) disadvantages

A
  • coach familiarity with how to structure sessions
  • can be time consuming
  • level of comfort for the coach to relinquish control
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9
Q

factors that influence skill development

A
  • individual
  • environmental
  • task
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10
Q

individual constraints

A
  • physical characteristics
  • fitness levels
  • psychological and behavioural characteristics
  • perpetual, decision-making and tactical knowledge
  • technical skill
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11
Q

environmental constraints

A
  • weather conditons
  • gravity
  • natural light
  • sounds
  • playing surface
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12
Q

task constraints

A
  • rules
  • player numbers
  • goals (size)
  • equipment
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13
Q

practice strategies

A
  • type
  • distribution
  • variability
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14
Q

type of practice

A
  • part
  • whole
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15
Q

part practice

A
  • learning small skills slowly
  • learning smaller parts of the skill that leads up to the whole larger skill
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16
Q

whole practice

A
  • learning the whole skill all at once
17
Q

practice distribution

A
  • massed
  • distributed
18
Q

massed

A

fewer, longer sessions with shorter breaks

19
Q

distributed

A

more short sessions with longer breaks

20
Q

practice variability

A
  • blocked
  • random
21
Q

blocked

A

practicing the same skill over and over again to perfection

22
Q

random

A

practicing lots of skills in different orders
simulates more of a game environment

23
Q

feedback

A
  • intrinsic (internal)
  • augmented (external)
24
Q

intrinsic (internal) feeback)

A

sensory information that you receive directly from skill execution
- visual (seeing)
- auditory (hearing)
- proprioception (being able to feel where your body is and how the movement feels)
- touch (physically feeling the skill)

25
Q

augmented (external) feedback

A
  • knowledge of results
    statistics, knowing exactly how much you’ve improved
  • knowledge of performance
    how well you actually perform the skills, techniques and improvements