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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Motor Skill

A

Emphasis on learned movement without much thinking required

e.g. weightlifting

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Perceptual - Motor Skill

A
  • Thinking
  • Interpretation of environmental stimuli
  • The motor response to this sensory info. Involved in most sports.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Discrete Skills

A

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

E.g. cricket shot, gymnastic flip

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Serial Skills

A

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

E.g. triple jump

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Individual Skills

A

Skills performed in isolation from others

E.g. springboard diving

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Coactive Skills

A

Skills performed with someone else but with no direct confrontation.

E.g. 100m race

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

Interactive Skills

A

Skills performed alongside others and confrontation can be involved.

E.g. soccer

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
20
Q

5.1.5. Outline ability

A
  • An individual’s capability that influences performance across various tasks.
  • Innate characteristics we are born with.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
21
Q

Ability vs Skills

A
  • Skills are learned
  • Abilities are a product of both learning and genetic
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
24
Q

5.1.7. Define the term Technique

A

How a skill is perfomed

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
25
Q

5.1.8. State the relationship between ability, skill, and technique.

A

Skill = Ability + Technique

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
26
Q

5.1.9. Discuss the differences between Skilled and Novice Performers

A

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
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
27
Q

5.2.1. Describe a simple model of information processing

A
  • The process of sensing, deciding, and responding.
  • Input –> Decision-making –> Output.
28
Q

5.2.1. Information Processing Basic Model

(The Black Box Model)

A
  • A model where information flows into a “black box,” (you).
  • Information inside the black box is processed, and results in observable behavior.
29
Q

5.2.2. Welford’s Model of
Information Processing

A
  • sense organs
  • perception
  • short-term memory
  • long-term memory
  • decision-making
  • effector control
  • feedback
30
Q

5.2.3. Sensory Input

A
  • The senses relay information about the environment to the brain
  • The brain interprets information based on past experiences and stores it in LTM.
31
Q

EXTEROCEPTORS

A
  • provide information from outside of the body, about the external environment
  • like touch, pressure, temperature
32
Q

PROPIOCEPTORS

A
  • 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)
33
Q

INTEROCEPTORS

A
  • provide information about the events in the viscera.
  • E.g receptors sensing blood pressure, plasma osmolarity, blood glucose concentration…
34
Q

Components associated with sensory input:

A
  • Exteroceptors
  • Proprioceptors
  • Interoceptors
35
Q

5.2.4. Explain the Signal Detection Process

A
  • 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)
36
Q

Stimulus

A

item of information which stands out from the background

37
Q

Short term sensory store (STSS)

A
  • All incoming information held here for a brief time.
  • Information is retained and passed to STM only if rehearsed (mentally processed).
38
Q

Short term memory (STM)

A
  • 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)
39
Q

Long term memory (LTM)

A
  • 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
40
Q

5.2.5. Distinguish between the characteristics of short-term sensory store, short-term memory and long-term memory

41
Q

Selective attention-memory interaction

A
  • 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.
42
Q

Brevity

A

giving a learner a small amount of information at a time to avoid overload

43
Q

Clarity

A

Avoid learning similar items in one session to prevent memory interference.

44
Q

Chunking

A

Chunking information helps learners hold more in short-term memory.

45
Q

Organization

A

Organized, meaningful learning improves memory; coaches use imagery to aid this.

46
Q

Association

A

Ensure that new learning is linked to what players already know

47
Q

Practice

A
  • Practice moves a skill between short-term and long-term memory
  • Creating a “memory trace” through rehearsal (mental or physical).
48
Q

Coding

A

name/label sets of information

49
Q

5.2.8. Define the term response time

A
  • A combination of reaction time and movement time
  • Response time = reaction time + movement time
50
Q

5.2.9. Outline the factors that determine response time

A

Age, gender, number of choices

51
Q

Hick’s law

A

Time and the effort it takes to make a decision increases with the number of options

52
Q

5.2.10. Evaluate the concept of psychological refractory period (PRP)

A
  • 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
Q

5.2.11. Describe a motor programme

A

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
54
Q

Executive Motor Program

A

A number of motor programmes put together

55
Q

Open loop motor programme

A
  • Performance of a skill without feedback
  • Very fast movements
  • Hitting a baseball coming in at 100kph - No time for feedback to alter the movement
56
Q

Close loop motor programme

A
  • 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)
57
Q

Adams’ closed-loop theory
(memory trace and perceptual trace)

A

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

58
Q

Intrinsic Feedback

A
  • Available to a player without outside help
  • Proprioceptors
  • Exteroreceptors
59
Q

Extrinsic Feedback

A
  • Provided by someone or something else (coach, stopwatch).
  • Can be given during (concurrent) or after (terminal) performance.
60
Q

Knowledge of Results (KR)

A
  • Post-response information about the outcome of an action.
  • Mostly visual, or a time, or a distance.
61
Q

Knowledge of Performance (KP)

A
  • Post-response information concerning the nature of the movement.
  • The ‘feel’ of a movement
  • Knowledge of sensory consequences
  • Concurrent or terminal
62
Q

5.2.14. Outline the role of feedback with the learning process

A
  • reinforcement of learning
  • motivation
  • adaptation of performance
  • punishment
63
Q

Concurrent Feedback

A

Feedback given during movement/exercise

64
Q

Terminal Feedback

A

Feedback given after movement/exercise

65
Q

Outline factors that affect the DCR process

A
  • background noise
  • intensity of stimulus
  • efficiency of sensory organs
  • early signal detection
  • improving signal detection