Information Processing Flashcards

(34 cards)

1
Q

What is the general information processing model?

A

Input–>Decision making
–>Output–>Feedback

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2
Q

What is the input stage?

A

During this stage the performer uses the senses to pick up information from the sporting environment.

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3
Q

What is the display?

A

The sporting environment, which can include the crown, movement from the opposition or the conditions.

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4
Q

What 5 senses is the receptor system made up of?
Give an example of how they could be used for each.

A

-Sight (or vision)- For example a footballer seeing the flight of the ball allowing them to prepare to make the correct touch.
-Auditory sense (hearing)- A player may hear the call of a teammate meaning they can make a pass without having to look up.
-Touch- A cricket batter may be able to feel the grip of the bad allowing them to know if they are holding it right.
-Kinesthesis- a swimmer may use it to help them be aware of body position during a tumble turn.
-Balance- a basketball player needs to be balanced to ensure the accuracy of a shot.

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5
Q

What do proprioceptors do in relation to input?

A

They give information about internal senses such as touch, kinesthesis and balance.

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6
Q

Define selective attention and give a sporting example.

A

Filtering relevant information from irrelevant information. For example a badminton player only paying attention to the positioning of the opponent and the flight of the shuttlecock, rather than the crowd noise or the advertisement.

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7
Q

How can a performer develop their selective attention?

A

-Experience
-By making the stimulus brighter or louder in training
-Training with distractions in a realistic environment to ensure they are used to ignoring them.
-Improved motivation by using rewards and praise

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8
Q

What are the benefits of selective attention?

A

-Improves reaction time
-Improves chances of making a correct decision
-Prevents cognitive overload.

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9
Q

Explain Atkinson’s and Shiffrin’s multi store memory model

A

-Sensory memory is brief, lasting less than a second, and enables the individual to process initial information from the environment.
-Short-term memory, also known as working memory, lasts for about 20-30 seconds and can hold 5-9 chunks of information.
-Long-term memory is theoretically infinite in capacity and duration, storing information for extended periods of time.
-Information can only move from sensory to short-term and then to long-term memory when attention and rehearsal are applied.

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10
Q

What is DCR?

A

The perceptual stage of information processing involves three aspects of activity:
-Detection- the performer picks up the relevant information and identified it as important, using senses and selective attention.
-Comparison- Involves trying to match the information identified to the information already in the memory of the performer.
-Recognition- the performer causes the information from the memory to identify an appropriate response

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11
Q

Define perception

A

The process of coding and interpreting sensory information.

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12
Q

What are Translatory Mechanisms?

A

Adapting and comparing coded information to memory so that decisions can be made. Uses coded information from the perceptual process to pick out an appropriate motor program.

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13
Q

What is the Effector mechanism?

A

The network of nerves that sends coded impulses to the muscles. The muscles receive the coded impulses then the muscles will contract and the response can begin.

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14
Q

Explain Whiting’s information processing model.

A

Input data–>Receptor systems–>Perceptual mechanisms–>Translatory Mechanisms–>Effector Mechanisms–>Muscular system–> Feedback data

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15
Q

What is the working memory?
And name the three sub systems.

A

The working memory consists of a central control centre, known as the central executive which uses three other systems to control all the information moving in and out of the memory system.
-Phonological loop
-Visuospatial sketchpad
-Eposodic buffer

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16
Q

What is the phonological loop?

A

Deals with auditory information from the senses and helps to produce the memory trace. The memory trace is an initial mental idea of the skill, it can be sent to the long term memory where it can trigger a motor program.

17
Q

What is the Visuospatial sketchpad?

A

Used to temporarily store spatial and visual information and help to process information about the feel of a movement. It is further divided into two sections; the visual cache which holds information about form and color and the inner scribe which deals with spatial and movement information.

18
Q

What is the Eposodic buffer?

A

Coordinates the sight, auditory and movement information from the working memory into sequences to be sent to the long term memory.

19
Q

What is the long term memory in relation to the working memory system?

A

Receives information from the working memory and has an unlimited capacity for storage of motor programmes.

20
Q

Give three characteristics of the memory system.

A

-Initiates the action by by sending the memory trace
-Has a limited capacity as it can only deal with around seven items of information at any one time. Too much information could mean that important information is lost.
-Has a limited time scale- lasts for around 30 seconds.
-Important information can be stored in the Long Term memory in the form of a motor programme.
-Long term memory has a large capacity and can store information for a lifetime if needed.

21
Q

What is Schema Theory?

A

Suggests that rather than use a structured set of movements to develop skills, the core principals can be taken from an existing motor programme and then adapted, using some information from the environment and by using feedback from the senses.

22
Q

Explain the four parameters of schema.

A

RECALL SCHEMA
Initial conditions- information from the sporting environment that must be recognised before the schema can be used. For example, the position on the court, the placing of the limbs and positioning with regard to other players.
Response specification- the information from the environment is used to access the available options open to the performer. E.g how far away is the nearest player and therefore how far do I need to play the ball?
RECOGNITION SCHEMA
Sensory consequences- the use of the senses to help guide the movement. For example, the grip of the netball or basketball by using the sense of touch. Informaton from the senses is used to control and apply the movement to the situation.
Response outcome-
The schema and the motor programme can be updated by getting knowledge of the result of the action.

23
Q

What is recall and recognition schema?

A

-Recall initiates the movement, comes before the action
-recognition controls movement happens during the action

24
Q

Give three implications for coaching when using schema

A

-Varying the practice conditions
-Offering frequent feedback to ensure the motor programmes or actions can be adjusted
-Parts of the skill that can be transferred should be pointed out.
-If adaptations are made successfully, then praise should be offered.

25
Define reaction time.
Involves no movement. It is the time taken from the onset of the stimulus to the onset of the response.
26
Define movement time.
The time it takes to complete the task after information processing has taken place.
27
Define response time.
The total time it takes from the onset of the stimulus to the completion of the task. Response time = Reaction time + Movement time
28
Define simple reaction time and choice reaction time.
Simple reaction time is when there is one specific response to one stimulus. For Example, a swimmer or runner at the start of a race reacting to the starting gun. Choice reaction time is choosing from numerous stimuli, and the response time is now much slower. It can also be if the player has to choose a number or responses once the correct stimulus has been chosen.
29
Name the 4 factors that affect response time.
-The number of choices (Hicks Law) -The single channel hypothesis -The psychological refractory period -Anticipation
30
Explain how the number of choices affects response time.
-Hicks law states that as the number of choices increases so does the reaction time. -It isn't always linear; reaction time doesn't always increase at the same rate as choices increase because players can become familiar with their environment.
31
Explain how the single-channel hypothesis affects response time.
-Stimuli can only be processed one at a time. -A second stimulus must wait to be processed. -The delay in processing goes some way to explaining Hick's law.
32
Explain how the psychological refractory period affects response time.
-The psychological refractory period is a delay when a second stimulus is presented before the first has been processed. -The performer might 'freeze' completely for the split second it takes to sort out conflicting information. -In sport, you can use PRP to your advantage by deceiving your opponent and force a delay in their response.
33
Explain how anticipation affects response time.
-The performer tries to work out what is going to happen before it does, potentially using information from the environment. -Temporal Anticipation- judging when the stimulus is going to happen. -Spatial anticipation- Judging where and what the stimuli are going to be. -Correct anticipation improves response time, as the information processing is sped up. -However, if anticipation is done incorrectly and the stimulus is unexpected then here will be a delay while the actual and second stimulus are processed.
34
Give three ways that response time can be improved.
-A player can use mental practice by going over the task in the mind before the action; the response preparation process is improved, and the action can be predicted and made quicker. -During practice, the performer could train to the specific stimulus expected in the game. for example, a goalkeeper practising saving penalties to their left due to the opponent's preferences. -The performer could learn to focus and concentrate during a game so that the stimulus is picked up early. the coach could make such stimulus intense. -Improving fitness improves reaction time, interval, and plyometric training improves speed and power during the movement part of the response. -If appropriate, the player might also try to use anticipation to predict the stimulus.