chapter 1 + a bit of 2 Flashcards

(35 cards)

1
Q

Skill

A
  • A skill is a sequence of movements with an objective learned over a period of time.
  • A motor skill is the ability to voluntarily move the body to perform a task.
    o Motor = movement
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2
Q

Fundamental motor skills

A
  • Fundamental motor skills (FMS) are the types of body movements (skills) that formthe foundation for sport specific skills.

Types of FMS include:
- Locomotor- Walking, jogging, running, leaping, hopping, skipping, jumping, dodging.
- Object control- Bouncing, throwing, catching, striking, kicking.
- Body control/stability- Tumbling, climbing, balance.
- Aquatic- Swimming, floating, paddling.

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3
Q

Sport specific skills

A
  • Sport specific skills are required to play a sport and are adapted especially for a sport.
  • They involve the use of a range of fundamental motor skills in a sequence to perform a sport specific task.
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4
Q

Gross motor skills

A
  • Recruitment of larger muscle groups for power with less emphasis on precision
    E.g., Jumping, running, swimming.
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5
Q

fine motor skills

A
  • Recruitment of smaller muscles to precisely manipulate the body to perform a task, without the need for power.
    E.g. Throwing a dart, shooting a gun, archery
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6
Q

Type of movement:

Discrete motor skills

A

Have a clear beginning and end.
E.g. Kicking a football, basketball free-throw.

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7
Q

Type of movement:

Serial motor skills

A

Several discrete motor skills performed in a sequence or routine.
E.g. Gymnastics routine, triple jump.

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8
Q

Type of movement:

Continuous motor skills

A

No clear beginning or end
and can be performed
indefinitely.
E.g., running, swimming,
cycling.

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9
Q

Predictability of environment:

open motor skills

A

-Sport specific skills performed in an unstable environment.
-The athlete has little control over timing as timing is dependent upon external factors such as defenders or is externally
paced.
-The skill can be performed differently each time or has high inter-trial variability.

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10
Q

Predictability of environment:

closed motor skills

A

-Sport specific skills that are performed in a stable environment.
-The athlete has control over timing and they can choose when to start the activity or it is internally paced.
-The skill is performed the same each time or has low inter-trial variability.

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11
Q

The level of development of fundamental motor skills (FMS) has a big influence on the level
of sport specific skills:

A
  • If you have a sound foundation of FMS, then you are more likely to often perform sport-specific skills. Therefore, you are more likely to participate as you’re more
    likely to enjoy the activity if you’re good at it and have higher self-efficacy.
  • Conversely, if you lack the foundation of FMS, then you’re far less likely to
    participate in sports due to less enjoyment, lower self-efficacy and potential anxiety that comes from playing the sport.
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12
Q

cognitive stage of learning

A
  • The beginner stage.
  • Athlete mentally tries to understand the task and its requirements.
  • Unable to utilise intrinsic feedback; cannot identify or correct errors.
  • Makes frequent, large errors.
  • Experiences rapid improvement.
  • May look stiff, uncoordinated and inconsistent.
  • Will require short, simple and specific feedback and demonstrations.
  • Reinforce correct movements with positive feedback so athlete gets a feel of the
    task.
  • Direct coaching (linear) and blocked practice in a closed environment is often best.
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13
Q

associative stage of learning

A
  • The practice stage
  • Athlete is refining their technique.
  • Can give themselves some intrinsic feedback; they have a feel for what works.
  • Can detect and correct some errors.
  • Can devote more attention to external elements and begin to perform better in an
    open environment.
  • Rate of improvement decreases- diminishing returns.
  • Make progressively fewer errors.
  • Greater consistency.
  • Focus on improving decision making and tactics.
  • Practice can have increased variability (random practice) and the environment can
    be more open.
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14
Q

autonomous stage of learning

A
  • The automatic stage.
  • Athlete requires little conscious thought to complete skill- can focus on other
    variables externally such as defenders or running a play; decision making/tactics.
  • Can detect and correct their own errors.
  • Very consistent, smooth, coordinated and look effortless.
  • Still require some precise augmented feedback to improve.
  • Focus on improving decision making and tactical skills under game-like conditions.
  • Distributed, random practice with constraints-based coaching is preferred.
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15
Q

Sociocultural factors that affect skill development

SOCIAL: parents

A

COGNITIVE:
Parental support and
encouragement to take up a sport and attend training will allow a learner to progress through the cognitive stage.

ASSOCIATIVE:
A learner will need to
spend many hours
practicing requiring
parental transport to
games and training to
progress through this
stage.

AUTONOMOUS:
Parents may pay for
elite coaching and
talent ID programs to
further develop and
improve skill.

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16
Q

Sociocultural factors that affect skill development

CULTURAL: access to facilities

A

COGNITIVE:
A person’s access to
facilities and resources
significantly influences
the sports they
participate in. E.g.,
someone living in a hot
climate is unlikely to
participate in snow sports
as its too expensive for
parents to travel often.

ASSOCIATIVE:
The distance between
training venue and
where someone lives
can influence the
difficulty of getting to
training and amount
of time spent training
and improving skills.

AUTONOMOUS:
Access to elite
training facilities and
competitions is
important for developing skills. A professional athlete may have to move to a better location to
improve.

17
Q

Sociocultural factors: 4P’s

A
  • Parents - Parents must support and pay for children to participate in junior sport.
  • Positive Role Models - Growing up playing backyard cricket pretending to be your
    hero builds a love for sport and will motivate children to increase participation.
  • Peers – Most children play sport and continue to train because they enjoy being with friends.
  • Price (socioeconomic status) - Inability to afford fees to participate in sport could explain a lack of skill development in some individuals.
18
Q

Part practice

A
  • Part practice involves breaking down a skill into its subroutines. E.g. When learning to serve in tennis, the ball toss can be practiced, then the swing, then the timing.
  • Whole practice involves practicing a skill in its entirety. E.g. Practicing a full golf swing.
  • By practicing segments of a skill individually (part practice), a cognitive stage learner can quickly improve. This is highly motivating for the learner.
19
Q

whole practice

A
  • some skills cannot be broken down because some parts are dependent on others. E.g. a volleyball spike requires the stretch reflex to jump, so part practice is impractical.
  • It may also make sense to break down a long gymnastics routine into parts for convenience.
  • Complexity- It makes sense to break down a complex skill such as a tennis serve.
  • Organisation- If segments of the skill are independent, it makes sense to break it down.
20
Q

Distribution:

massed

A
  • Less frequent training sessions in a week that are of a greater duration.
  • Mass practice within a training session would refer to shorter rest between tasks and
    longer periods of activity.

o More realistic for discrete skills (tennis serve) and non-elite athletes that
must train around other commitments such as work or school.
o Higher fatigue.
o Not ideal for continuous skills due to fatigue.
o Suits busy people (non-elite) with tight schedules.

  • E.g. Massed practice could be used for a young lacrosse player who has to fit their training in around school and other commitments. Mass practice could also be used
    within a session with a golfer practicing a golf swing repeatedly with little rest.
21
Q

Distribution:

distributed

A
  • More frequent training sessions of shorter duration with less rest
    between sessions.
  • Distributed practice can also refer to more frequent rest between tasks in a session.

o Is appropriate for more complex serial skills and full-time professional
athletes as it is better for learning and suits their schedule.
o Lower fatigue.
o More opportunity to receive and reflect on feedback.
o Suits professional athletes.

  • Practice distribution can be in reference to the distribution of training sessions in a training schedule or the distribution of skills within training session. Make sure to read the question carefully!
22
Q

variability:

blocked

A
  • Low variability involves practising the same skill without changing to a
    different task in a period of time called a block.
  • It is appropriate for beginners (cognitive) as it allows them to understand and reproduce movements more consistently and improve confidence.
  • However, a more advanced athlete may get bored of the skill that is too easy for them.
  • It often doesn’t replicate a game situation
  • More suited to cognitive learners or autonomous learners looking to refine
    a particular technique
  • E.g. Practicing a volleyball dig repeatedly for 15 minutes.
23
Q

variability:

random

A
  • High variability and unpredictability involves varied sequencing of different motor skills.
  • Good for developing open skills as it replicates demands of a game and can improve decision making.
  • More suited for associative and autonomous learners
  • E.g. Practicing dig, set, spike in a random order for 15 minutes.
24
Q

Feedback

A

Feedback serves the purpose of:
- Identifying and fixing errors through knowledge of results/performance.
- Improving an athlete’s motivation through feedback showing progress.
- Reinforcement through positive feedback.

Feedback should be clear, concise, and only focus on few things.

25
Types of feedback: Intrinsic feedback
- Intrinsic feedback is feedback provided by an individual’s senses (including sight, touch, hearing and proprioception) to themselves and allows athlete to make their own adjustments. *proprioception is a kinaesthetic sense that tells us where our muscles are in space and time.
26
Types of feedback: Augmented feedback
- Augmented feedback is feedback provided by an external source like a coach during (concurrent) and after (terminal) the performance. - Gives a reference point for an athlete’s intrinsic feedback.
27
Types of feedback: Knowledge of results
- Knowledge of results is specific feedback about the outcome of the task, usually success or failure. Ie. Accuracy data
28
Types of feedback: Knowledge of performance
Knowledge of performance is feedback relating to how a skill is performed or the quality of the skill (qualitative). - This is better for more experienced athletes.
29
Frequency of feedback
* Should be reduced as an athlete moves through the stages of skill development. - A beginner requires more augmented feedback as they cannot internally judge their performance. - As skill level increases, less feedback is given as athletes will have more intrinsic feedback.
30
Direct Instruction Approach
* An instructor centred approach to learning. * The instructor selects the drills, timing and other aspects of the training to create a controlled and closed environment. * Involves structured drills. * Feedback is given frequently. E.g. Your netball team might pair up and practice chest passes, then shoulder passes and then bounce passes. ADVANTAGES: * Time efficient. * Good for cognitive learners as it facilitates early skill development rapidly. DISADVANTAGES: * Boring and repetitive. * Skills break down under pressure. * Decision making skills and tactical awareness skills are not developed.
31
Constraints Based Approach
* Situational learning through the manipulation of constraints. * The instructor sets the task, environmental and individual constraints of the training to create a more open environment.
32
Constraints Based Approach: Task Constraints:
* The rules * Equipment * Field, court or pitch dimensions * The number of players * Instructions
33
Constraints Based Approach: Individual Constraints
* Fitness level * Skill * Size * Motivation * Age * Gender
34
Constraints Based Approach: Constraints Based Approach:
* Physical: o Surface o Noise o Weather o Quality of facility * Sociocultural o Parents o Positive role models o Peers o Price (socioeconomic status)
35
Constraints Based Approach - advantages and disadvantages
ADVANTAGES: * Skills transfer well to the game, * More motivating and interesting. * Develops decision making skills. DISADVANTAGES: * Less suitable for cognitive learners. * Initial skill development takes longer.