Schema theory Flashcards

1
Q

what is visual schema

A
  • a set of rules determine which category a new set of visual stimuli should be classified into
  • stereotypes
  • classifying a dog as a “dog” without having ever seen that particular dog before
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2
Q

what are the two states of memory in adam’s theory

A
  1. Memory trace: initiates a movement and its initial trajectory
  2. Perceptual trace: guides the limb to the correct location through the movement
    - perceptual trace is then compared with feedback to make adjustments to correct the limb position
    - accuracy of movement improves the strengthening perceptual trace by exposure to feedback and KR
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3
Q

is adams theory open or closed loop

A

closed loop

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4
Q

limitations of adams theory

A
  1. storage problem
    - store a motor program for every single movement
  2. Novelty problem
    - how do you learn a new skill if you have never performed it
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5
Q

schema theory of discrete motor skills

A

attempts to explain how we learn -discrete perceptual motor skills

  • focuses on the development of motor programs and their response specifications
  • 3 things required to perform a skill:
    1. Generalized motor program
    2. Recall schema
    3. Recognition schema
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6
Q

recall schema

A
  • engaged BEFORE deciding on a movement response

- assesses initial conditions and response specifications to determine GMP

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7
Q

GMP

A
  • pre-structured commands for a number of movements if the specific response specifications are provided
  • parameters that can be varied before the movement begins
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8
Q

recognition schema

A
  • evaluates the movement from sensory info
  • expected proprioceptive feedback
  • anticipated exteroceptive feedback
  • used during and after the movement response
  • expected sensory consequences are compared to the actual sensory consequences of the ongoing movement to evaluate efficiency of response
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9
Q

what is error labeling

A

comparing actual and expected sensory consequences

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10
Q

two ways for error labeling

A
  1. KR: more accurate at updating our recall schema
  2. Subjective reinforcement: used in absence of KR
    goal: to update our recall schema and help minimize errors
    - error labeling system: a schema for labeling sensory signals
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11
Q

steps to producing a movement

A
  1. Response specifications are selected
  2. Simultaneously expected feedback is selected
    - the movement can now be initiated
  3. Error is fed back to the schema
  4. KR is fed back to the schema
    - learning is possible by feeding back the essential error info to the schemata
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12
Q

what was the activity for schema

A
  • beer pong
  • throwing a ping pong ball is a discrete action
  • it require the use of recall and recognition schema for each successive attempt
  • its measurable
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13
Q

where are we know with schema theory

A
  • 44-year-old theory, that is still on of the most influential theories in motor learning, behavior and control
  • dubbed a citation classic in 1994
  • appealed to more than just scientists in traditional motor learning
  • researchers are calling on a new theory to be developed
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14
Q

support for schema

A
  • the generalized motor program is still widely used term and the restrained arm experiment supports the idea of GMP
  • error labelling system supported by Newell and Boucher
  • recall schema supported by being able to accurately write out your signature small or large
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15
Q

a contending theory to schema

A
  • dynamic systems theory
  • movement behavior is the result of complex interactions between many different subsystems in the body, the task at hand and the environment
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16
Q

rapid vs slow movement

A

Rapid movement: feedback at the end

Slow movement: feedback during the movement

17
Q

active vs passive

A

Active- activating your muscles to do something

Passive- someone’s moving your body for you- physio therapy

18
Q

application of the research

A
  • coaches should regulate feedback as it can have positive effects on the GMP
  • random practice better for the GMP than block practice
  • pairing these two leads to best results when teaching and learning a GMP as it forces the learner to reconstruct the solution each trail