Week 2 Flashcards

1
Q

What is a scientific theory?

A

An explanation that has been tested and is widely accepeted as valid

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2
Q

Association theories focuses on what?

A

Focuses on the relationship between movement stimuli (information) and action by examining relatively simple movements or reflexes

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3
Q

Association theories example: Basketball

A

Initial learning phase: miss a lot of shots early on often making large errors

Repetition and reinforcement: through pracitine and refine

Strengthening associations-success= positive reinforcement

Improvement over time- overtime, become more consistent and accurate

Application in games: They apply what they learned in games

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4
Q

Limitation of association theories

A

Poor ability to account for movement performed in the absence of sensory feedback-open loop control- e.g walking

Sesnsory input is cut off, e.g with a cat on a treadmill but can still walk

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5
Q

Neuro-maturational Theories (focus investigation is what and on who?)

A

Focused investigations on skill akquisition during the period between infancy and adolescence- during the phase of CNS maturation

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6
Q

Neuro-maturational Theories example

A

Early childhood (5-8) begins learning basic tennis skills

middle (9-12): As the childs brain and nervous system mature, they start to refine their serve technique

Adolescence (age 13-18): fine tune their serve technique and andjust their strat

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7
Q

Neuro-maturational Theories limitations

A

The theoretical framework was mainly based on descriptive studies since maturation could not be directly measured in those days. For
example, maturation was inferred purely by the age of the child whereas these days we
have access to x-rays and CT-scans to assess growth and development.

Human infants do not all follow a distinct pathway in their development, indicating variability that these theories do not account for. E.g children starting to walk at different ages

The role of the performance environment was never considered. This means that the influence of external factors on skill acquisition was overlooked with little to no consideration given to the influence of practice. basicially no research on them maturing into adulthood

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8
Q

Information Processing Theory main idea is what?

A

skills are stored in the CNS as representations
Brain is like a computer, stores and uses everything to make movement

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9
Q

Open loop control

A

Used for fast and ballisitic movements
CNS/brain selects motor program and sends movements to muscles (the process will end)

No feedback

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10
Q

Closed loop control

A

Slow, more accrate movement

CNS/brain selects motor program and sends to muscle, but visual, auditory and tactile information is being processed as feedback, allowing you to adjust

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11
Q

Schmits Schema theory

A

According to Schmidt, we don’t store every singlemovement program individually. Instead, we store a Generalized Motor Program (GMP).

This GMP contains the essential information needed for different classes of movements—
like balancing, jumping, and walking.

Schema Theory implies that to develop a robust schema for generating effective movements in various situations, widely variable practice is essential. For example, learning to drive a car under different conditions helps develop a
broader experience, making you a better driver who can handle new and unexpected
situations

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12
Q

Fitts stage theories are what? there are 3 stages

A
  1. Verbal (cognitive)
  2. Associative stage
  3. Autonomous stage
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13
Q

what happens in stage 1? (cognitive)

A

Identify task goal
self talk
rapid performance gains
Error ridden
inefficient

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14
Q

What happens in associative stage?

A

Start to associate environmental cues with actions
Achieve consistecy
Refinement
Fewer errors
can detect and correct errors

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15
Q

What happens in Autonomous stage?

A

Almost automatic
subconcious control
Multitask
Minimal variability
very few errors

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16
Q

Criticism of Fitts stage theory?

A
  1. Limited emphasis on how sensory info might play a role in skill acquisition
  2. Heavy emphasis on cognition and information processing
  3. Doesnt account for fluctutations in learning trajectories with little consideration for the environment or situational factors
17
Q

Neuro-computational Theory

A

Based on anticipation of the outcome of an action is the basis for movement planning in dynamic environemnts

Acting based on an anticipated movement allows for timely CNS control

E.g goal keeper anticipates kick

18
Q

How does Neurocomputation theory happen?

A

Throught forward and inverse modelling

19
Q

Forward modelling is what?

A

The brain predicts the sensory consequence of a planned movement before it is executed

e.g, when kicking a ball you determine where you want it to go and adjust accordingly

Program to help generate predictions and refined motor commands

20
Q

what is inverse modeling?

A

Refers to the process of determining the appropriate motor commands required to achieve a desired movement outcome or goal

program where motor commands needed to achieve desired movement outcome

21
Q

Challange of Neurocomputational theory?

A

The issue of storage
Neuro theory suggest that we dont store the complete program, we condense the detail, keeping key characteristics

22
Q

What is the order of hierarchial control system?

A

Brain is at the top
CNS sends messeges to muscles and joints, recieving the sensory info from the periphery

23
Q

What is indirect perception?

A

Processing sensory information: We recieve senspry input (vision)

Interpretaing and understanding: Brain will process this info, comparing it with internal representation (stored knowoledge)

Contextualising and making sense: By integrating sensory inputs with internal models, we form a coherent undertsanding of the environment and our interactions within it

24
Q

Implications of traditional models for practice?

A

Variability of practice: Skills performed in stable, predictable conditions–> variability is not necessary
E.g: bowling, no variability needed just repetitions

25
Q

Implication of traditional models of practice (random vs blocked practice)

A

Random= emphasises cognitive processing, leading to more effective learning

Bloacked= good for novel skill, but no effect in retention or transfer

26
Q

Part task vs whole task

A

P: splitting a more complex movement into its componenets:useful for sequential movements (e.g ski)

W: movements that have highly interdependant parts should be practiced as a whole (e.g javeline throw)

27
Q
A