info processing Flashcards

(119 cards)

1
Q

Define information processing

A

The process of taking account of the sporting environment and making decisions prior to the execution of skills

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2
Q

The 3 parts which info processing can initially be divided into (in order)

A

Input, decision making and output

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3
Q

The main thing which happens in the input stage of info processing

A

Info is picked up by the senses (from the display)

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4
Q

Define the display

A

The sporting environment

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5
Q

2 examples of aspects of the display

A

opposition, crowd, ball, etc

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6
Q

Define receptor systems in terms of info processing

A

The senses (that pick up info from the display)

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7
Q

The senses of the receptor systems

A

Sight/vision, Hearing, Touch, balance, kinaesthesis

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8
Q

What the auditory sense is another name for

A

Hearing

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9
Q

The first sense used in sport

A

Sight/vision

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10
Q

An example of a performer using sight in info processing

A

To pick up the flight of a ball or the position of a team mate, etc

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11
Q

Why it’s useful that vision can be used to pick up info early from the display

A

It means the info is processed quickly so the performer has (slightly) longer to make their decision

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12
Q

The second sense used in sport

A

Hearing

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13
Q

An example of hearing being used in info processing

A

Hearing a ball hit a cricket bat before making a catch

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14
Q

The tow types of senses

A

Internal and external

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15
Q

The external senses

A

Hearing and sight

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16
Q

Definition of external senses

A

Those which collect info from the environment

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17
Q

Definition of internal senses

A

They collect info from within

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18
Q

What the internal senses are called

A

Proprioceptors

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19
Q

The senses which are proprioceptors

A

Touch, balance and kinesthesis

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20
Q

An example of the sense of balance being used in info processing in preparing for a tennis return

A

Adjust the feet so you’re more balanced for return

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21
Q

An example of the use of touch in info processing

A

Feeling grip e.g. on a ball

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22
Q

What the sense of kinesthesis provides info about

A

Body position, (body orientation) and muscular tension

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23
Q

What the sense of kinesthesis uses to gather the info

A

Sensors within muscle receptors that relay the relevant info to the performer

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24
Q

The ability of performer who uses kinesthesis more

A

An expert

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25
Why experts can rely on kinesthesis but novices can't
As they've practiced and developed their skills
26
The main thing which occurs at the decision making stage of info processing
The performer makes a decision based on the onto collected by the senses
27
A key aspect of decision making
Selective attention
28
The difficulty associated with decision making
So much info is received from the senses
29
What can be used in decision making, for example, when determining which players are free to pass to
Perception
30
The process used by performers during decision making to filter info
Selective attention
31
The main benefit of selective attention
It identifies the info needed by the performer and disregards unimportant info
32
How you would describe the process of selective attention in experts
Automatic
33
2 types of people who can help improve selective attention
Performers and coaches
34
Why elite performers have automatic selective attention
Due to los of experience making the process of selective attention V. efficient
35
5 ways in which performers can improve their selective attention
1. Learn to focus and concentrate on important info/ a stimulus, 2. Make a stimulus more intense/loud/bright, 3. (Performers learn to ignore irrelevant information by) training with distractions in a realistic environment, 4. Improve motivation with rewards, 5. Use mental practice
36
How mental practice could help selective attention
For example, in rock climbing, the climber will know their route before performing, so won't have to look around during their performance
37
How improved motivation aids selective attention
The performer becomes more alert to important info
38
An example of making a stimulus more intense to improve selective attention
Train with a bright coloured ball to develop instinct to pick up the pace of the ball early
39
The benefit of making a stimulus intense for selective attention
It improves concentration
40
Definition of a stimulus
The important info from the display
41
5 benefits of selective attention
1. Improves reaction time, 2. It improves chance of making correct decision, 3. Performers can focus on fine details of the task, 4. It aids the decision making process as it doesn't overload the memory system, 5. It allows performers to make decisions quicker
42
Why selective attention improves reaction times
It allows performers to detect and respond to stimuli earlier
43
The aspects of the perceptual stage of info processing in order
(DCR) Detection, Comparison, Recognition
44
The definition of perception
The process of coding and interpreting sensory info
45
Define detection in info processing
Picking up relevant info using the senses and selective attention
46
Define comparison in the DCR process
Matching the relevant info to info already ni the memory
47
Define recognition in the DCR process
Using info from the memory to identify an appropriate response which can be acted upon
48
What translatory mechanisms do
Adapt and compare filtered coded info from the senses from the perceptual process to the memory to pick an appropriate motor programmes
49
What motor programmes are
Images of actions
50
What the translatory mechanisms use to do their task
Past experiences
51
What happens once the translatory mechanisms has linked the code info to past experiences
It sends the info to the memory system
52
What the memory system does once it receives the info from the translatory mechanisms
Similar actions to the one required which have been stored in the memory can be recognised and used
53
The form in which actions are stored in the memory
As motor programmes
54
The 2 main features of the output stage of info processing
The effector mechanism + feedback
55
What the effector mechanism of info processing is
The network of nerves that sends coded impulses (decisions) to the muscles so they can perform the action
56
How muscles respond in info processing once they receive coded impulses
They contract (to begin the response)
57
Definition of feedback in info processing
Info used during or after the response to aid movement correction
58
The model used for info processing
Whiting's info processing model
59
The order of the sequence of Whiting's info processing model
Input (from display), Receptor systems, Perceptual mechanisms, Translatory mechanisms, Effector mechanisms, Muscular system, Output, Feedback
60
In Whiting's model, which stages happen within the body boundary
Receptor systems, Perceptual mechanisms, Translatory mechanisms, Effector mechanisms, Muscular system
61
In Whiting's model, how does he collectively refer to the perceptual, translatory + effector mechanisms
As the central mechanisms
62
The 6 key components of Baddely + Hitch's working memory model
Central executive, Display, Phonological loop, Visuospatial sketchpad, Episodic buffer, Long-term memory
63
Why the working memory has its name
As it performs various functions
64
What the central executive is
The control centre of the working memory model, which uses 3 systems to control the info moving in + out of the memory system and decides which info should be sent to its sub-systems
65
The role of the phonological loop
To process auditory info from the senses to produce a memory trace
66
What the phonological loop uses to produce a memory trace from the auditory info it receives
A phonological store + an articulatory system
67
Definition of a memory trace
An initial mental idea of a skill
68
What happens to the memory traces produced by the phonological loop
They're sent to the long-term memory
69
What happens once memory traces from the phonological loop reach the long-term memory
They trigger motor programmes to produce movement
70
The role of the visuospatial sketchpad
To temporarily store visual + spatial info + info on the feel of movement
71
What spatial info occurs
location
72
An example of info on the feel of movement in gymnastics
The flight of a gymnast in a vault
73
The sections which visual info is divided to in the visuospatial sketchpad whilst it's being stored
The visual cache + the inner scribe
74
The info which the visual cache holds in the visuospatial sketchpad
Info about form + colour
75
The info which the inner scribe holds in the visuospatial sketchpad
Spatial + movement info
76
The role of the episodic buffer in the working memory model
To co-ordinate sight, hearing + movement info from the phonological loop + visuospatial sketchpad into sequences to be sent to the long-term memory
77
The components of the working memory which the display provides info to
The phonological loop + visuospatial sketchpad
78
The components of the working memory which the central executive communicates with
The phonological loop, visuospatial sketchpad + episodic buffer
79
The components of the working memory which communicate with the long-term memory
The phonological loop, visuospatial sketchpad + episodic buffer
80
The components of the working memory which the episodic buffer communicates with
The central executive, phonological loop + visuospatial sketchpad and long-term memory
81
What the sequences sent to the long-term memory from the episodic buffer contain
Patterns of skilled actions
82
What the sequences from the episodic buffer sent to the long-term memory help to produce
Motor programmes
83
4 roles of the working memory
1. To detect relevant info from the display, 2. Use selective attention to filter info, 3. Sends coded info to the long-term memory for future use, 4. To produce a memory trace using relevant info which is sent to the LTM to be compared to info already stored in the LTM to find a motor programme previously used for a similar scenario + info is then sent back to the working memory for use in the current situation
84
What the LTM is short for
long-term memory
85
The relationship between the working memory + LTM
2-way
86
The speed of communication between the LTM and working memory
V. quick
87
3 features/functions of the working memory
1. The working memory initiates the action by sending a memory trace, 2. The working memory has a limited capacity, 3. The working memory has a limited time scale of 30s
88
2 features/functions of the LTM
1. It can store info as motor programmes, which are permanent (can be stored for a lifetime), 2. The LTM has a large capacity
89
What happens if too much info is sent to the working memory at once
Info overload - meaning important info may be lost/disregarded, The number of items the working memory can deal with at once
90
The number of items the working memory can deal with at once
7
91
How info overload of the working memory can be avoided
By using effective selective attention
92
What the working memory + LTM make up
The memory system
93
What happens with info after it's been in the working memory for 30s
It's either lost or used
94
What you must do to ensure important info/motor programmes are remembered
Ensure they're stored in the LTM
95
6 methods coaches and players can use to ensure items are stored in the LTM
From: 1. Using rewards, 2. Using association, 3. Mental practice, 4. Chunking, 5. Focus + concentration, 6. Repetition of the action, 7. Chaining
96
What happens when you require motor programmes from the LTM
You move the motor programmes back into the working memory
97
How rewards helps ensure items are stored in the LTM
They help motivate the performer to want to remember the items
98
What association involves (in terms of storing items in the LTM)
Linking the actions to wish to learn with relevant actions/emotions already stored in the LTM
99
An example of using association to learn actions
Link the feelings of satisfaction of getting a certificate for swimming to the actions you used to achieve that reward
100
A specific type of skill in which mental practice helps you learn the actions + why it helps
A serial skill - you rehearse the components in order so you don't forget the sequence
101
Definition of chunking
Breaking a skill down into parts/sub-routines
102
A type of skill which chunking is beneficial for remembering
A complex skill
103
Why chunking helps performers remember complex skills
It prevents info overload
104
How you use chunking to learn complex skills
You break the skill into parts/subroutines + learn one part/sub-routine before going onto learn the next
105
An example of a skill you might use chunking to learn
A set move in netball or football
106
How focus + concentration helps store items in the LTM
If you concentrate + ignore distractions, it aids selective attention to ensure the correct info goes into the memory
107
What must be present for repetition of an action to cause it to be effectively stored in the LTM
The correct stimulus
108
The type of skill which chaining is useful for remembering
Serial skills
109
What chaining is (in terms of storing info in the LTM)
When items of info are recalled as sequence, where one movement links to the next
110
The main point which schema theory suggests
Instead of developing skills from learning each sub-routine, you can use the principles from existing motor programmes + adapt them using info from the environment/senses
111
What the parameters of a schema are
The processes required to ensure the schema is effective
112
The 2 sections of a schema
Recall schema + recognition schema, The no. of parts each section of a schema contains
113
The no. of parts each section of a schema contains
2
114
The 2 parts of recall schema
Initial conditions + response specifications
115
The 2 parts of recognition schema
Sensory consequences + response outcome
116
The role of recall schema
To initiate movement
117
When recall schema occurs
Before performance
118
Definition of initial conditions of schema
The information from the environment
119
2 pieces of info which may be provided by the environment in the initial conditions part of schema
From: The performer's positions on the court, the position of opponents + the location of the performer's limbs