3.1.2.5 Memory models 3.1.2.5.1 General information processing model Flashcards

(32 cards)

1
Q

DCR

A

Detecting important information from environment
Compare this with previous experiences
Recognise how to create the best outcome

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2
Q

3 memory stores

A
  1. Sensory memory
  2. Short term memory (7 +- 2)
  3. Long term memory

3 stores are linked = skills can be learnt rehearsed, retained and retrieved

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3
Q

General information processing model

A

info received from senses = stored/processed = fully utilised
store info in memory = recollection later
allows us to process previously experienced stimuli more efficiently

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4
Q

components of the general information processing model

A
  1. Input (senses) (receptor system = senses that pick up info from display) from display
    SELECTIVE ATTENTION
  2. Decision making (memory)
  3. Output (actions) (effector mechanism)
  4. Feedback
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5
Q

Input

A

info picked up by senses
Display
receive info coded by receptors from internal (proprioceptors) and external senses

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6
Q

display

A

info received from sporting environment using your senses

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7
Q

kinesthesis

A

inner sense gives info about body position and muscular tension

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8
Q

receptor system

internal vs external senses

A

internal:
1. sight and
2. auditory
(proprioceptors: in muscles and joints - senses that provide internal info relating to movement from within body)

external:
3. balance, 4. touch, 5. kinaesthesis
(perception movement)

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9
Q

decision making

A

info = selective attention = relevant parts display

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10
Q

selective attention

A

filtering relevant info from irrelevant info gained from senses

higher lvl = better as confident in ability and see important cues from senses

amateur = difficult cant block out noise from large crowd - arousal higher

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11
Q

output

A

SA and decision made = physical movement

success of output depend on how correct relevant info stored in memory is

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12
Q

feedback

A

allows learning to occur
feedback received on success of performance
any weakness in technique = identified and improved upon
strength = kept and used again

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13
Q

information processing

A

methods by which data from environment are collected and utilised

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14
Q

perception

A

process of coding and interpreting sensory information

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15
Q

Whiting’s information processing model

A

individual processes information around them = formulate a response
(acknowledge info from env and chose best decision)

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16
Q

7 stages of Whiting’s Info processing model

A
  1. input (env/display) (sporting env faced with different sporting actions
  2. receptor organs
  3. perceptual mechanism
  4. translatory mechanism
  5. effector mechanism
  6. muscular system output data
  7. feedback (info whether to alter = improvement of future skill)
17
Q

receptor organs

A

info from display taken in by sensory organs e..g vision or sound

18
Q

perceptual mechanism (detection phase)

A

process info gained by sensory organs ensure relevant info is retained using SA

inexperience = wrong info (irrelevant)

19
Q

translatory mechanism (comparison and recognition phases)

A

involve decision making processes, info is compared to previous experiences = decision made

adapting and comparing coded info to memory = decision made

20
Q

effector mechanism (nerves)

A

network of nerves that sends coded impulses to muscles = movement
(muscular output) decision made,
motor neurones = message for movement passed from brain to muscles

21
Q

muscular system output data

A

muscular system can physically respond in manner suggested by effector mechanism

22
Q

working memory (WM)

A

central control centre = central executive

information = working memory = LTM via a memory trace

relevant info received = SA= working memory -> LTM coded info = future storage/use
relevant info = WM = produce memory trace
LTM trace compared to info stored in LTM -info back to WM = use current sporting situation
memories work together = 2 way process = compare info and make decision

23
Q

working memory model

A
Baddeley & Hitch 
central executive 
phonological loop (auditory/sounds) 
visuospatial sketchpad (sight/visual) 
episodic buffer (short term memory) 
all link to LTM
24
Q

memory trace

A

initial mental idea of the skill

25
central executive
control centre of working memory model 3 other sub systems = control info in/out of memory system overall control over information entering and leaving the working memory prioritises what the working memory attends to through selective attention = control over other 3 components = component can also store info but has limited capacity
26
sub systems
1. phonological loop (deal with auditory info from senses and help produce memory trace 2. visuospatial sketchpad (used to temporarily store visual and spatial) 3. episodic buffer (co-ordinates sight, hearing and movement info from working memory into sequences to be sent to LTM
27
phonological loop
deals with auditory info from senses helps produce memory trace ->LTM split into: 1. phonological store (inner ear, speech perception spoken words1-2secs) 2. articulatory control system (inner voice, speech production, rehearse/store verbal info from phonological store) = trigger motor programme or images (contain component of skill) =movement
28
visuospatial sketchpad: (inner eye)
temporarily store visual and spatial info retrive info stored in LTM = enable relevant previous image to be displayed process info on feel of movement visual cache = info on form and colour inner scribe = spatial & movement info sporting displays & manipulate visual and spatial info held in LTM
29
episodic buffer
co-ordinates sight hearing and movement info from WM into sequences to be sent to LTM = motor programme -info from LTM adding it to STM (hold info temporarily)
30
7 methods to improve selective attention
1. key stimulus - more intense 2. optimal arousal levels 3. point relevant/irrelevant stimulus 4. provide varied relevant experience 5. training with distractions 6. mental practice 7. positive comments (rewarding = awareness of important info) effective = increase reaction time and decision making time
31
features and functions of memory system
WM initiates action = send memory trace WM = limited capacity (7 items, too much = important info lost/disregarded) = selective attention limits WM = limited time scale (30s before info lost or used) important info stored in LTM in form of motor programme, LTM = large capacity and store info for lifetime
32
motor programme
more permanent trace of skill | consisting of all components that make up skill