Topic 5: Skill in Sports Flashcards

1
Q

5.1.1. Define the term skill

A

The consistent production of goal-oriented movements, which are learned and specific to the task

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2
Q

Motor Skill

A

Emphasis on learned movement without much thinking required

e.g. weightlifting

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3
Q

Cognitive Skill

A
  • Requires a lot of thinking.
  • Knowledge of the game & decision making also required.
  • The ability to solve problems and make correct decisions

e.g. basketball

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4
Q

Perceptual Skill

A
  • Using your senses to assess a situation and help you make decisions.
  • Sense things and interpret them
    (Vision, hearing, touch etc.)

E.g. rock climbing

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5
Q

Perceptual - Motor Skill

A
  • Thinking
  • Interpretation of environmental stimuli
  • The motor response to this sensory info. Involved in most sports.
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6
Q

Judging the wind before kicking a goal in rugby would be an example of a:

A. Motor skill
B. Cognitive skill
C. Perceptual skill
D. Perceptual - Motor skill

A

D

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7
Q

Understanding to head the soccer ball back to the goalie, so he can use his hands would be an example of:

A. Motor skill
B. Cognitive skill
C. Perceptual skill
D. Perceptual - Motor skill

A

C

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8
Q

Discrete Skills

A

Have a clear start and finish. Usually brief and well defined

E.g. cricket shot, gymnastic flip

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9
Q

Serial Skills

A

The linking together of skills to form a longer, more complex movement

E.g. triple jump

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10
Q

Continuous Skills

A
  • End of the movement cycle is also the beginning of the next.
  • The skill is usually repeated until a time or distance goal has been achieved.

E.g. running, swimming

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11
Q

Closed Skill

A
  • Stable and predictable environment.
  • Can be largely controlled by the performer.
  • Follow set movement patterns and performed in the same way each time.

E.g. tennis serve

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12
Q

Open Skill

A
  • Unstable and unpredictable environment.
  • Conditions dictate the skills.
  • Performer adapts to the conditions.
  • Perceptual skills and motor skills are needed to be able to control the movement.

E.g. a football pass

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13
Q

Fine Motor Skills

A
  • Movements involve small muscle groups and fine movements.
  • Often involve high hand-eye coordination.

E.g. throwing a dart

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14
Q

Gross Motor Skills

A

Movements involve large muscle groups or many muscle groups and gross movements.

E.g. running, triple jump, kicking a ball

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15
Q

Individual Skills

A

Skills performed in isolation from others

E.g. springboard diving

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16
Q

Coactive Skills

A

Skills performed with someone else but with no direct confrontation.

E.g. 100m race

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17
Q

Interactive Skills

A

Skills performed alongside others and confrontation can be involved.

E.g. soccer

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18
Q

Internally paced or self-paced skills

A
  • The performer controls the rate at which the skill is executed.
  • These skills are usually closed skills and are individual skill

E.g. javelin throw

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19
Q

Externally paced skills

A
  • The environment (which may include opponents) controls the rate.
  • The performer adjusts movement based on external events.
  • Usually open skills

E.g. handball

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20
Q

5.1.5. Outline ability

A
  • An individual’s capability that influences performance across various tasks.
  • Innate characteristics we are born with.
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21
Q

Ability vs Skills

A
  • Skills are learned
  • Abilities are a product of both learning and genetic
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22
Q

5.1.6. Distinguish between Fleishman’s physical proficiency abilities (physical factors) and perceptual motor abilities (psychomotor factors)

A

Abilities that allow us to process information about how and when to move.

E.g. Response orientation, Aiming, Reaction Time etc.

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23
Q

5.1.6 Distinguish between Fleishman’s physical proficiency abilities (physical factors) and perceptual motor abilities (psychomotor factors).

A

Abilities relating to the actual movement.

E.g. Agility, Coordination, Strength, Flexibility, Endurance etc.

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24
Q

5.1.7. Define the term Technique

A

How a skill is perfomed

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25
5.1.8. State the relationship between ability, skill, and technique.
Skill = Ability + Technique
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5.1.9. Discuss the differences between Skilled and Novice Performers
**Skilled:** * Fluent Movements * Know what they want to achieve and how to achieve it * Efficient – Energy is not wasted * Consistent performers * Accurate in application of skill **Novice:** * Often un-coordinated movements * Do not always know what they are trying to achieve * Inefficient movements – Lots of energy wasted * Inconsistent performers * Inaccurate
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5.2.1. Describe a simple model of information processing
* The process of sensing, deciding, and responding. * Input → Decision-making → Output.
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5.2.1. Information Processing Basic Model (The Black Box Model)
* A model where information flows into a "black box," (you). * Information inside the black box is processed, and results in observable behavior.
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5.2.2. Welford’s Model of Information Processing
* sense organs * perception * short-term memory * long-term memory * decision-making * effector control * feedback
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5.2.3. Sensory Input
* **The senses relay information about the environment to the brain** * The brain interprets information based on past experiences and stores it in LTM.
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EXTEROCEPTORS
* provide information from outside of the body, about the external environment * like touch, pressure, temperature
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PROPIOCEPTORS
* provide information about the position and posture of our body in space. * sense stimuli from the muscles, tendons and joints, as well as from the vestibular apparatus (balance)
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INTEROCEPTORS
* provide information about the events in the viscera. * E.g receptors sensing blood pressure, plasma osmolarity, blood glucose concentration...
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Components associated with sensory input:
* Exteroceptors * Proprioceptors * Interoceptors
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5.2.4. Explain the Signal Detection Process
* Making sense and judging information * Select or disregard input * Detection of input (registering the stimulus by the sense organ) * Comparison to memory (previous experiences, previous stored stimuli) * Recognizing situations from the past (finding corresponding stimuli in the memory)
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Stimulus
item of information which stands out from the background
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Short term sensory store (STSS)
* All incoming information held here for a brief time. * Information is retained and passed to STM only if rehearsed (mentally processed).
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Short term memory (STM)
* Rehearsed info from the STSS is passed onto the STM * 90% of information lost within the first 10 seconds. * STM has a limited capacity (7±2 pieces if info)
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Long term memory (LTM)
* No capacity limitations * It is where all the info that enters the STM and is rehearsed, is stored. * Info from STM is stored as LTM or lost
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5.2.5. Distinguish between the characteristics of short-term sensory store, short-term memory and long-term memory
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Selective attention-memory interaction
* SA operates in the STSS * Only relevant information is passed to the STM where it is held for several seconds. * Prevents information overload and confusion. * Helps athletes focus on key cues (e.g., ball or player position in tennis). * Crucial for accuracy or fast responses. * Improves with experience and interaction with long-term memory.
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Brevity
giving a learner a small amount of information at a time to avoid overload
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Clarity
Avoid learning similar items in one session to prevent memory interference.
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Chunking
Chunking information helps learners hold more in short-term memory.
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Organization
Organized, meaningful learning improves memory; coaches use imagery to aid this.
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Association
Ensure that new learning is linked to what players already know
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Practice
* Practice moves a skill between short-term and long-term memory * Creating a "memory trace" through rehearsal (mental or physical).
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Coding
name/label sets of information
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5.2.8. Define the term response time
* A combination of reaction time and movement time * Response time = reaction time + movement time
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5.2.9. Outline the factors that determine response time
Age, gender, number of choices
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Hick’s law
Time and the effort it takes to make a decision increases with the number of options
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5.2.10. Evaluate the concept of psychological refractory period (PRP)
* Reaction time to stimulus 1 (S1) is as expected * A second stimulus (S2) will have a slower than normal reaction time * Processing of S2 can not take place until S1 processing is complete * This gap is the psychological refractory period.
53
5.2.11. Describe a motor programme
**A series of subroutines organized into the correct sequence to perform a movement.** * Can be thought of as skills. * Initiated by one single decision * Brain runs this program in order * The process is also known as Muscle Memory
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Executive Motor Program
A number of motor programmes put together
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Open loop motor programme
* Performance of a skill without feedback * Very fast movements * Hitting a baseball coming in at 100kph - No time for feedback to alter the movement
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Close loop motor programme
* Allows us to adjust movement during its execution * Example: adjusting to a ball that has bounced in cricket. * Feedback does not involve the brain (subconscious)
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Adams’ closed-loop theory (memory trace and perceptual trace)
**Memory trace:** responsible for selecting and initiating the movement (comparing to LTM) **Perceptual trace:** a practiced model for movement adjustment via feedback comparison. Feedback is used to modify on-going action
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Intrinsic Feedback
* Available to a player **without** outside help * Proprioceptors * Exteroreceptors
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Extrinsic Feedback
* Provided by someone or something else (coach, stopwatch). * Can be given during (concurrent) or after (terminal) performance.
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Knowledge of Results (KR)
* Post-response information about the outcome of an action. * Mostly visual, or a time, or a distance.
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Knowledge of Performance (KP)
* Post-response information concerning the nature of the movement. * The ‘feel’ of a movement * Knowledge of sensory consequences * Concurrent or terminal
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5.2.14. Outline the role of feedback with the learning process
* reinforcement of learning * motivation * adaptation of performance * punishment
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Concurrent Feedback
Feedback given during movement/exercise
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Terminal Feedback
Feedback given after movement/exercise
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Outline factors that affect the DCR process
* background noise * intensity of stimulus * efficiency of sensory organs * early signal detection * improving signal detection