FQ4: How does the acquisition of skill affect performance? Flashcards

1
Q

Stages of skill acquisition (cognitive)

A
  • learning stage
  • performs slow, uncoordinated movements, making large errors while gaining an understanding of the skill
  • characterised by mental processes + thinking about the skill (body position, which muscles they are contracting, what movement should look like)
  • lots of frequent feedback + demos e.g. use of videos
  • frequent, short periods of exposure = best for development (distributed part practice)
  • feedback = external + KOP e.g. a coach giving verbal feedback after a basketball lay-up to correct technique for arm extension
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2
Q

Stages of skill acquisition (associative)

A
  • practice stage
  • understands how to do the skill, performs it with increased speed, still makes a few errors, but can recognise + correct some errors
  • progressed from thinking about what they are doing to how they do it
  • movement = more fluid + smooth
  • can adjust technique + increase complexity of context e.g. kicking a moving ball
  • practice: whole + normally massed = beneficial
  • feedback = external, delayed + KOP e.g. coach + athlete watching video + critiquing technique of backswing in a forehand shot
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3
Q

Stages of skill acquisition (autonomous)

A
  • automatic stage (mastery stage)
  • performs skill automatically with fluency + very few
    errors (consistent skilful performance) → can focus on other aspects of performing e.g. who to pass to
  • characteristic include: kinaesthetic sense, good anticipation, consistent performance, sound technique
  • focuses on execution of skill under pressure, tactics + strategies
  • practice: training that mirrors comp with pressures + decisions
  • feedback = internal, concurrent + KOR e.g. tennis player ‘feeling’ extension of arm was not optimal + modifying future performances
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4
Q

Characteristics of the learner (personality)

A
  • some individuals possess certain personality traits → more likely to learn motor skills quickly
  • more likely to attempt new skills, strive to achieve potential, more receptive to instruction + feedback
  • help in the acquisition of skill = determination, enthusiasm, dedication, positive attitude, cooperation, patience, willingness, motivation, concentration
    E.g. good work ethic + punctuality = develop skill faster Personality with frequently negative thoughts about skill development + personal ability diminishes ability to acquire skills
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5
Q

Characteristic of the learner (heredity)

A
  • refers to inherited genetic characteristics which are unmodifiable e.g. gender, muscle type, somatotype
  • can provide skill learning benefits, where genetic features are significant in the learning process
  • Someone who is tall + lean may be more suited to activities where height is an advantage to learn a new skill e.g. reach advantage in b-ball when learning a layup
    → increase confidence = speed up rate of learning
  • gender (hormones), muscle type (fast/slow twitch), somatotype (Endomorphs = carry more weight e.g. rugby, mesomorphs = muscular + low body fat e.g. AFL, ectomorpohs = skinny e.g. high jump)
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6
Q

Characteristic of the learner (confidence)

A
  • refers to attitude + belief a person has in their ability
  • high self-confidence = more likely to keep trying in early stages of learning new skills e.g. dribbling = progress to associative stage more quickly
  • failures may destroy confidence, successful skill execution = increase confidence = learn new skills faster
  • positive achievement enhances confidence, nurtures self-image + provides foundation for future skill building
  • overconfidence leads to poor skill acquisition (belief = better than they are, never perfected + never moving into mastery autonomous stage of skill acquisition
    e. g. beginner athlete taught difficult skill e.g. javelin without positive feedback = reduced confidence due to large no. of errors typical in early stages of complex skill learning
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7
Q

Characteristic of the learner (prior experience)

A
  • is the transfer of skills from one context to another allowing the athlete to learn new similar skills faster
  • if participated in activity that involves similar qualities = accelerates learning process, learn new skill more effectively
    e.g. tennis player learning volleyball serve = tennis serve = similar → motion accelerated in learning progression due to some basic movement elements already learned
  • influence rate of skill acquisition e.g. netballer begins b-ball = progress more quickly with passing + catching
    → allows them to move quickly through cognitive stage
    to associative stage, as they may make only small errors with passing + catching accuracy
    E.g. developed hand/eye coordination through hockey, = make it easier to learn sports such as cricket or golf
  • positive transfer (some skills occur in other sports) = advantage, negative transfer (more difficult e.g. netball standing still with ball + b-ball dribbling with ball)
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8
Q

Characteristic of the learner (ability)

A
  • how well an athlete learns skills; ease of performing movements; competency
  • involves way in which an individual can learn, process + implement new skills (incorporates sense acuity, perception, reaction time + intelligence)
  • greater ability learn + process new skills faster than lower ability - reach higher levels of skill acquisition faster + for a wide variety of skills
  • can come down to:
    → Kinaesthetic sense (awareness)
    → Multi-limb coordination - (capacity to structure movements = fluent)
    → Perceptive sense - (capacity to receive + interpret info effectively)
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9
Q

The learning environment

- nature of the skill (open + closed)

A

Open skill
- occurs in an environment (weather, opposition, surface) that is unpredictable + frequently changing; totally uncontrollable e.g. kicking a goal in AFL
Closed skill
- performed in the same conditions every time; circumstances are always the same + constant e.g. weight lifting, free throw in basketball
→ Open skills take longer to learn than close skills

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10
Q

The learning environment

- nature of the skill (fine + gross)

A

Gross skill
- requires large muscles groups (legs, back, chest) e.g. running
Fine skill
- involves small or isolated muscles groups (wrist flexors, bicep) e.g. shooting
→ Fine skills are easier to learn than gross skills

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11
Q

The learning environment

- nature of the skill (discrete + continuous + serial)

A

Discrete
- has a distinct beginning + end that can be identified e.g. shot put, gymnastics flip
Continuous
- repeats a specific movement over + over again e.g. running, swimming
Serial
- combines a no. of separate smaller skills to perform the larger more complex skill e.g. layup in basketball (dribbling, catching, jumping, shooting)
→ Serial skills = harder to learn than discrete skills
→ discrete skills often harder than continuous skills because continuous skills are repeated all the time

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12
Q

The learning environment

- nature of the skill (self-paced + externally paced)

A

Self-paced
- movements where the performer determines the timing and speed of the execution e.g. tennis serve
Externally paced
- movement has its timing + speed determined by external factors such as opposing players or music e.g. batting in baseball, rhythmic gymnastics
→ Externally paced skills = harder to learn than self-paced

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13
Q

The learning environment

- performance elements e.g. decision making

A
  • need to be taught decision-making skills in order to understand roles + responsibilities in game situations
  • productive DM best achieved through observation, questioning (what would you do if opponent moved here?), part-whole approach, variation (change defence alignment) + creativity
    → helps to increase successful + quick decisions
  • As skill increases, they also increase ability to make more diverse + creative decisions in increasingly complex game situations e.g. knowing when to shift from man on man defence based on possession in a game
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14
Q

The learning environment

- performance elements e.g. strategic + tactical development

A
  • ensure athletes can not only implement set plays +
    rehearsed routines, but can also adapt + take advantages of different game situations as they arise
  • built on principles of technical efficiency (good for success under pressure + decisions), understanding the game (success in execution + selecting correct ones) + good execution (timing, smooth)
  • SD requires athletes to reflect on past performance + plan new approaches for improving in future events
    -TD requires athletes to ‘think on their feet’ + play out the scenario in front of them to the best of their ability.
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15
Q

Practice method (massed + distributed)

A

Massed
- continuous practice session, with rest intervals being shorter than practice intervals
- Skilled + motivated athletes
- Suits skills that are exciting or frequently used e.g. uneven bar transitions, passing
Distributed
- broken practice session with intervals of rest or alternative activities being longer than practice intervals
- Works best when athlete lacks interest, task = difficult, motivation = low, task causes fatigue, excessive work causes discomfort or boring e.g. heading a soccer ball
- Good: difficult skills that need to be broken up or when lots of feedback necessary

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16
Q

Practice method (whole + part)

A

Whole
- athlete practices the complete skill in its entirety
- Often used for discrete + continuous skills e.g. swimming or running
Part
- when skill is broken down into its smaller parts + each part is practised in isolation before being joined together
- Often used for teaching serial skills that have smaller skills that make up the larger skill e.g. basketball layup

17
Q

Feedback (internal + external)

A
  • provides direction, goals + helps athlete to adjust performance + skill execution as they progress through stages of skill acquisition
    Internal
  • from the performer or how movement felt during execution,
  • info received through body’s proprioceptive mechanisms (proprioception)
  • embodies feelings + sensory info e.g. soccer player feeling that they didn’t connect with the ball correctly
    External
  • comes from outside the body (external sources) + includes sounds, videos or a coach e.g. coach tells netball player how to improve their defense on opponent
18
Q

Feedback (concurrent + delayed)

A

Concurrent
- received during execution of skill simultaneously with the skill execution e.g. a coach stopping a golfer mid-swing to correct their grip on the handle
Delayed
- received after skill is completed e.g. video analysis of a baseball pitchers performance

19
Q

Feedback (knowledge of results + knowledge of performance)

A

Knowledge of results
- info about the outcome of a movement e.g. distance covered in long jump, scoring a goal, hitting a six
Knowledge of performance
- info provided about process of movement normally provided externally after its completion e.g. coach giving technical advice on tennis serve, telling player to drop their shoulder later

20
Q

Analyse how different types of feedback affect a learner’s progress through the stages of skill acquisition.

A
  • External + delayed feedback at cognitive stage of learning to dribble in basketball = help understand nature of skill + technique.
    → coach able to observe skill being performed, identify key errors, + later provide points to improve technique
  • cognitive stage = gaining feedback from KOR = help motivate athlete to keep learning despite lots of errors e.g. reducing time to complete a dribbling drill
    → help develop understanding of technique + body movements required to dribble with fewer errors - help move more quickly to associative stage
  • If relying on internal + concurrent feedback in cognitive stage, may not be able to make corrections, resulting in ongoing errors
  • To progress from associative to autonomous stage = should use concurrent + internal feedback when dribbling → allow focus on feel of moment + start to self-correct errors.
  • should continue to receive external + delayed feedback from coach, to refine skills + improve their KOP so they become quicker + more efficient
  • If only has concurrent + internal feedback, can remain in associative stage for longer due to ongoing errors
  • In autonomous stage, technique is more precise, relying more on internal feedback.
  • However, delayed external feedback e.g. video analysis, = very useful to identify possible areas for improving speed + agility when dribbling in a game situation
21
Q

Assessment of skill + performance

- Characteristics of skilled performers e.g. kinaesthetic sense

A
  • important for monitoring progress + providing guidance for future training
  • accurate + well-established techniques to ensure true reflection of performer achievement
    Kinaesthetic sense
  • awareness of space, body + muscle positioning while performing a skill, during performance (proprioception)
  • can feel the movt and even correct/modify movt’s mid performance/execution e.g. b-baller can adjust shot in mid-air depending on defender’s actions
  • develops as a direct result of practice as it develops “muscle memory” which is based on proprioception
    E.g. cricket player feels the hist of the ball was smooth
  • elite = feel for their movt + alert to movt error compared to inexperienced performers who make mistakes as ‘muscle memory’ = less developed
  • Evaluate appraisal = has limitations as it relies on opinion of athlete + what they are feeling = more subjective
22
Q

Assessment of skill + performance

- Characteristics of skilled performers e.g. anticipation

A
  • capacity to accurately predict + read game or movement to an opponent + then act accordingly
  • skilled = predict what may happen in specific situation = added time to respond
    → elite may be able to read opposition’s tactics enabling them to anticipate externally paced skills
  • comes by learning to read opponent’s body positioning + being familiar with their preference of style of shot - separates elite from less skilled as difficult to develop + often a skills that significantly impacts game’s result
    E.g. tennis player anticipates backhand down the line after reading body positioning of opponent
  • evaluate appraisal = footballers skill may be appraised by how well they anticipate an externally paced pass + run onto it within a vacant space without losing momentum
23
Q

Assessment of skill + performance

- Characteristics of skilled performers e.g. consistency

A
  • refers to how skilled athletes executing/performing skills successfully on a regular basis despite being under pressure or in a different/game environment
  • developed by preparation, planning + commitment to routines/exposure to situations where it is needed
    E.g. basketball and tennis, where a skilled performer continually gets shot in or hits shot over net + near lines
  • evaluate appraisal = elite’s consistency can be appraised through stats relating to performance e.g. pro cricketer = consistently his ball in middle of bat than an amateur
    → high level = highlighted by commentators when
    describing a talented performer = effective method of appraisal as it is objective + reliable
24
Q

Assessment of skill + performance

- Characteristics of skilled performers e.g. technique

A
  • refers to the technical aspects of skill execution; the result is efficient + consistent movement
  • good technique = saves energy, produces better + more consistent results, holds up better under pressure, less chance of injury, + large determinant of elite success
    → Elite = superior technical execution of skill is smooth, consistent + efficient, amateur = ineffective technique generating less power, speed + causing rapid fatigue
    E.g. elite swimmer = more streamlined + generate more power with minimal strokes (less energy) = recorded better times, especially competing over longer distances
25
Q

Assessment of skill + performance

- Objective performance measures

A
  • used to identify improvement, + enable comparisons
    b/w standards or performers
    Objective
  • independent of observer; done using something other than the person observing
  • Involves quantitative data that determine + assess performance e.g. 20 pts in game, time/speed, distance
  • cannot be argued with as show facts → allow for truthful measure of athletic performance
  • can include: stopwatch, tape measures or no. of goals; increase through: time, checklists or established criteria
  • good if consistent
  • not valid in all sports e.g. gymnastics = judge opinion
  • used by coaches for reliability + validity, reliance on accuracy + consistency of measuring tools
26
Q

Assessment of skill + performance

- Subjective performance measures

A

Subjective
- dependent on observer + based on opinions, feelings, + general impressions e.g. coach saying you played well
- sports: surfing, dancing, diving, gymnastics, ice-skating
- more objective = measurement system e.g. time, tape; checklists e.g. style/technique/execution; established criteria e.g. guidelines/procedures; rating scale (degree of difficulty), use of experienced judges to provide objective appraisal
→ ensures appropriate measure of athletic performance
- good if consistent
E.g. high jump = objective (metres + cm), gymnastics = subjective (judge’s opinion - use criteria to maintain consistency + improve objectivity)

27
Q

Assessment of skill + performance

- Validity of tests

A
  • the honesty/accuracy of a test - that is, the degree to which it measures what it is designed to measure e.g. standing broad jump measures power = valid
    E.g. beep test = CV endurance = valid, as it gives accurate prediction of VO2 max, though a VO2 max test, done in a lab = more valid test
    E.g. measure speed = time 50m sprint than vertical jump test
  • validity enhanced if known good performers perform better than known bad performers, if it’s reliable in predicting future performances + if component being tested is included in test
28
Q

Assessment of skill + performance

- Reliability of tests

A
  • refers to degree of consistency of a test - that is the ability of the test + tester to produce same results on successive occasions
  • Improved reliability through use of similar equipment, checklists, procedures + conditions
  • Tests that are both valid + reliable tend to be more objective + are best tests used to measure performance
    E.g. shuttle run = reliable agility test if same tester produces same result with same athlete under same conditions successively
    E.g. time how long it takes to run around same oval every day as a measure of aerobic fitness → may not be entirely valid but pretty consistent + shows improvements reliably
29
Q

Assessment of skill + performance

- Personal vs prescribed judging criteria

A

Personal
- preconceived ideas/expectations that an individual brings to judge a performance + provide a subjective performance measure
- Frequently used by coaches when selecting teams, spectators when evaluating as based on feelings + impressions rather than assigned criteria
- Judge’s preconceived attitudes, expectations, opinions + possible bias may contribute to judgements that others may believe to be incorrect or unjustified
Prescribed criteria
- established criteria created by a sporting body or org, + form basis of assessment for comps in that sport/activity
- provide an objective performance measure e.g. checklist
- Often in form of checklist or rating system + helps to objectify subjective measurements
- doesn’t rely on feelings/emotions as a measurement tool