2.3 Flashcards
Definition of learning (with reference to skill acquisition)
A permanent change in behaviour that occurs as a result of practice
Performance
A temporary occurrence that can change from time to time because of many internal and external influences such as anxiety - can influence mistakes,Skills aren’t always performed to their best effect
The stages of learning
Stage 1: the cognitive stage, Stage 2: the associative stage, Stage 3: the autonomous stage
7 main characteristics of the cognitive stage of learning
understanding and sub-routines are explored by trial and error (involves attempting the skill, thinking, adapting their actions, then having another attempt to see if they make any improvements),Involves thinking and working things out,The performer must think carefully about their actions ….,and try to understand how to copy demonstrations and instructions from the coach., The performer may carefully think about extrinsic feedback to help them improve, - means movements are slow and uncoordinated as the performer thinks before every movement, Motor programmes arent yet developed
The type of performer who uses the cognitive stage of learning
Novices
The associative stage of learning
motor programmes develop and performance becomes smoother and more coordinated throughout the stage as the py near the autonomous stage of learning, Lasts longer than the cognitive stage as a performer transitions from a competent beginner to an accomplished performer,The performer must keep practising to make progress, Trial and error may still be used to perfect actions, The performer uses internal feedback, Modelling may occur
The autonomous stage of learning
The final stage of learning used by experts performers - where movement is detailed and specific, Reached after effective practice,Performers must continue to practice to remain in this stage of learning, Actions meet the characteristics of a skill and are automatically indertaken (autonomous),The performer can concentrate of fine details of the task as the basics of the task are almost performed without thinking,The motor programmes are fully developed and can help with the fine motor control of the action, E.g. An elite hockey player who can pick out the perfect pass to a team mate with precision and accuracy
Modelling
When the performer compares their level of performance to that of a top-class performer and then try to adjust oractice to reach the top level
Feedback
Information received that is used to amend performance and make improvements. An essential tool used to help players improve
Positive feedback
Information about what was good to provide encouragement and motivation to maintain effort, It tells the player what went well, Often combined with praise
Negative feedback
Error correction,Gives the performer information about what’s going wrong so errors and bad habits can be corrected and eliminated,Can be appreciated as performers gain experience as it gives clarity on aspects of the task that must be improved
Extrinsic feedback
Derived from an outside source e.g a coach, Allows the performer to see what they must improve on and what they must maintain within the task,Involves advice on types of practice and methods needed to improve
Intrinsic feedback
From within, Becomes more common as players gain experience, Performers can use their feel for the task, from their sense of kinaesthesis, to give personal feedback E.g. When they’ve hit a bad shot
Knowledge of results
Feedback which gives information on the initial outcome of the attempted skill,Gives an indication of the success of the skill E.g if a pass or a shot reached its target or scored, Successful outcomes are maintained and unsuccessful ones are eliminated, Forms an early basis for improvement
Knowledge of performance
More detailed feedback and analysis of the technique, Gives reasons for the result of the performance E.g why a shot missed or scored, It concerns how technique can be developed to produce a better performance than the previous one
How coaches ensure feedback is effective
By making it understandable and relevant to the specific performer so they can relate to it,By giving it in simple, direct terms,Always include some positives to maintain motivation, It must be appropriate to the performer’s level of ability
Feedback for beginners
Positive - As it motivates the performer to continue learning the task, External - As they have little existing knowledge of the skill,Use knowledge of results as a starting point
Feedback for a performer in the associative stage of learning
External feedback early in the stage of learning to refine movements, The use of moe intrinsic feedback as the performer develops through this stage of learning - used to control the performance
Feedback for an expert
Knowledge of performance- on how to control their actions, Benefit from negative feedback, Intrinsic feedback - uses their existing knowledge of the task to make internal adjustments
A learning plateau
A period of no improvement in performance of a task
A learning curve
A graph/visual representation of what happens when a closed skill (a new/novel task learned from scratch e.g. throwing balls into a bucket from a set distance over a set time for as many attempts as you can - block each attempt into sets of ten + count the successful attempts) is performed repeatedly over a period of time by a novice, How many stages are there in a typical learning curve
How many stages are there in a typical learning curve
4
Stage 1 of the learning curve
The rate of learning is slow + performance level is poor as the performer is new to the task and is in the cognitive stage of learning - so they’re working out the required sub-routines of the task + using trial + error
Stage 2 of the learning curve
There’s a rapid acceleration in the rate of learning as the performer begins to master the task + gain success - provides positive feedback + motivation
Stage 3 of the learning curve
There’s no improvement in the rate of learning - the performance plateaus
Stage 4 of the learning curve
A period towards the end of the task when, partly due to fatigue, drive reduction occurs
Drive reduction
An end-of-task period when performance + rate of improvement may get worse
Reasons for drive reduction
The performer has already gained success on the task - so the initial drive to succeed is lost, The challenge of mastering the task has been overcome - so a new challenge or extension to the task = needed to maintain motivation
Causes of the plateau
Lack of motivation + energy for the task - due to a lack of incentives or extrinsic rewards, Boredom - caused by the repetitive nature of a closed skill, Poor coaching - incorrect instructions or practice methods mean the skill is done incorrectly, Limit of ability - may prevent the performer improving as they’ve reached the full extent of their ability + don’t have the underlying skill level, Targets set too low - mean the performer is unable to use their full range of skills so it doesn’t allow them to improve, Fatigue - due to continuous action over an extended period of time results in tiredness + DOMS in the muscles being used
Solutions to the plateau effect
The task/target could be extended - so it tests the performer to see if they can meet the task extensions, A new coach - cold raise performance levels by offering praise + positive feedback - provides motivation, A rest - avoids fatigue, Variety of the task - avoids boredom, The concept of plateaus could be explained to the performer - prevents them taking personal responsibility for their lack of improvement, Extrinsic feedback - aids performance + motivation
Methods of guidance
Used by a coach, in addition to feedback, to aid learning by offering assistance, Mainly used for beginners but can be used by experts for technical advice
The methods of guidance
Visual, verbal, manual + mechanical guidance