Module 3 content Flashcards

1
Q

What is the difference between ability and capability

A

Ability is a stable enduring trait, Capability is a function of practice and refers to the fact that a single performance cannot reflect skill level underlying the performance

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2
Q

Is motor learning directly observable?

A

no, infered from changes in performance

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3
Q

Process goals focus on

A

quality of movement

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4
Q

Product goals focus on

A

end result of an activity

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5
Q

Constant error utilizes the mode, median, or mean?

A

mean

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6
Q

measurement of accuracy uses ______ error

A

constant

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7
Q

measurement of inconsistency uses _______ error

A

variable

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8
Q

Measurement of dispersion uses _______

A

Standard deviation

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9
Q

What is the mean in a standard deviation

A

0

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10
Q

What are the principles of practice

A

repetition
Specificity
Learning and performance

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11
Q

What are perceptual skills

A

when you practice a specific skill, you are also enhancing perceptual processing of the specific features of that skill

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12
Q

Reducing the amount of attention needed for a skill through practice is changing your _______

A

Attention capacity

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13
Q

What is effector competition

A

practice can reduce the interference experienced by two limbs performing bimanual tasks

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14
Q

Fitts stages of learning

A

Stage 1 - Cognitive
Stage 2 - Fixation
Stage 3 - Autonomous

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15
Q

Bernstein’s Stages of Learning

A

Stage 1 - reduce degrees of freedom
Stage 2 - Release degrees of freedom
Stage 3 - Exploit passive dynamics

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16
Q

components of passive dynamics

A

muscle elasticity
body momentum
gravity

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17
Q

Are discrete or continuous tasks forgotten more quickly?

A

Discrete

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18
Q

Warm up decrement is _________

A

where we need some time to warm up before optimal performance can be obtained

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19
Q

similarity in relation to skill transfer is

A

the idea that the more similarities two skills have, the more transfer will occur from learning one to perform the other

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20
Q

What kind of practice is effective for serial skills of long duration

A

part practice

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21
Q

Part practice is not effective for

A

skills where the performance on one part of the task affects the performance on another

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22
Q

In what situations are simulators important

A

skills are expensive and dangerous
facilities are limited
real practice is not possible

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23
Q

What are the two types of fidelity simulators nees

A

physical and psychological

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24
Q

3 things motivated performers do

A

devote more effort
practice more seriously
have longer practice sessions

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25
Q

Intrinsic motivation is determined by

A

autonomy
competence
relatedness

26
Q

What is augmented feedback

A

information provided to the learner from an external source

27
Q

massed practice

A

practice scheduled with short rest periods

28
Q

Distributed practice

A

practice schedule with long rest periods between trials

29
Q

Type of practice best for discrete tasks

A

massed practice

30
Q

Type of practice best for continuous task

A

depends on the scenario

more rest means more effective learning but less efficiency

31
Q

What is schema

A

sets of rules

32
Q

What is schema theory

A

we learn general motor programs by learning sets of rules relating to surface features and parameters

33
Q

Schema theory solves which two problems

A

storage and novelty problem

34
Q

constant practice

A

practicing a single member or class of movements

35
Q

variable practice

A

practicing several members of classes of movement

36
Q

what practice is better for performance during acquisition

A

constant and blocked

37
Q

What practice has better performance during transfer test

A

variable

38
Q

what practice has better performance after retention

A

depends on situation for variable and constant but random is better than blocked

39
Q

blocked practice

A

many trials of one task completed before moving on to another

40
Q

Random practice

A

several different tasks completed in random order

41
Q

Elaboration hypothesis

A

frequent task changes forces the learner to make them more distinct, making them more meaningful and better remembered

42
Q

Forgetting hypothesis

A

frequent task change causes new motor solutions to be generated each time task is newly encountered. performance is low during acquisition but better retained.

43
Q

contingency schedules

A

the success of the learner informs when the task is changed

44
Q

intrinsic feedback

A

provided as a natural consequence of making an action

45
Q

Knowledge of results

A

augmented, usually verbal info about the success of an action with respect to the intended goal

46
Q

knowledge of performance

A

kinematic feedback about the movement pattern just made

47
Q

summary vs average feedback

A

summary is given after a series of trials with info about each attempt

Average is given after a series of trials with info about the average performance in the series

48
Q

faded feedback

A

feedback quantity decreases as skill level increases

49
Q

bandwidth feedback

A

feedback only when error exeeds a preset tolerance level

50
Q

goldilocks zone for bandwidth feedback

A

10%

51
Q

absolute feedback frequency

A

total number of feedback presentations for a series of attempts

52
Q

relative feedback frequency

A

the proportion of attempts for which feedback is given

53
Q

instantaneous feedback vs delayed feedback

A

instantaneous is immediately given after trial completion, delayed is given several seconds of more after trial

54
Q

four function of feedback

A

motivational
reinforcement
informational
dependence

55
Q

descriptive feedback

A

describes the error made during the performance of a skill

56
Q

prescriptive feedback

A

error description and suggestion for error correction

57
Q

descriptive feedback is better for novice or skilled

A

skilled

58
Q

prescriptive feedback is better for novice or skilled

A

novice

59
Q

2 categories of technology

A

a novel invention

an existing product used in a novel way

60
Q

three characteristics of robots

A

autonomous machine cabable of sensing its environment
carrying out computations to make decisions
performing actions in real world