Paper 2 - Skill Acquistion Flashcards

(49 cards)

1
Q

Open skill

A

A skill performed in an unpredictable environment, decision making has rapid adjustments e.g. skiing

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2
Q

Closed skills

A

A skill not affected by environment, few decisions to make e.g. dive in swimming

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3
Q

Gross skill

A

A skill that uses large muscle groups, e.g. shot put

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4
Q

Fine skill

A

A skill that uses small muscle groups, for fine control e.g. darts

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5
Q

Self paced skill

A

Control start and speed of the skill e.g. badminton serve

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6
Q

Externally paced skill

A

No control over the rate of the skill e.g. receive a serve in tennis

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7
Q

Discrete skill

A

Skill with a clear beginning, clear end e.g. tennis serve

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8
Q

Serial skill

A

Many discrete skills put together e.g. triple jump

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9
Q

Continuous skill

A

A skill with No clear beginning and no clear end e.g. cycling

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10
Q

Low org skill

A

A skill easily broken into sub routines, clear and seperate phases, e.g. swimming strokes

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11
Q

High org skill

A

A skill that is not easily broken into parts e.g. golf swing

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12
Q

Simple skill

A

Requires few decision making, little to think about e.g. Throw and catch in cricket

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13
Q

Complex skill

A

Requires lots of decision making, large info to process e.g. Gymnastics

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14
Q

Positive transfer

A

When the learning of one skill supports the learning of another skill, typically when they have similar form e.g. overarm volleyball serve and a tennis serve

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15
Q

Negative transfer

A

When the learning of one skill hinders the learning of another Familiarity can cause confusion e.g. loose wrist in badminton serve compromising a firm wrist in tennis serve

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16
Q

Proactive transfer

A

When a skill learned previously, affects a skill yet to be learned e.g. learning an overarm throw must be taught before learning a tennis serve

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17
Q

Retroactive transfer

A

The influence of a newly learned skill has upon a skill previously learned e.g. the acquisition of a successful tennis serve may influence the previously learned overarm throw used in cricket

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18
Q

Bilateral transfer

A

When the learning of one skill is passed across the body from limb to limb
Cognitive - Understanding what is required, thinking
Motor programmes - automatically transferred

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19
Q

Whole practice

A

Practicing a skill in its entirety e.g. Golf swing

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20
Q

Whole practice advantages and disadvantages

A

Ad - Performer gets kinaesthetic feeling, positive transfer into game situations, execute skill fluently

Disadvantages - Not useful for beginners

21
Q

Part practice

A

Broken down into sub routines e.g. back stroke, tennis serve

22
Q

Part practice advantages and disadvantages

A

Adv- Good for beginners, prevents learner becoming fatigued, useful for dangerous skills

Dis - Not for high org skills = time consuming

23
Q

Whole-part-whole

A

Attempting the skill, identify weakness them practice sub routines

24
Q

Whole-part-whole adv and dis

A

Adv - good for beginners, improves weaknesses
Dis - Time consuming

25
Progressive-part
Referred as “chaining”, serial skill broken into sub routines, learn one line then a second then combining e.g. breast stroke
26
Massed practice
Continuous practice with no rest between sessions e.g. hitting golf ball
27
Massed practice adv and disadvantages
Adv - efficient use of training time, good for experienced individual, can be easily recalled in future Disadv - become fatigued easy, boring
28
Distributed practice
Rest intervals between practice sessions e.g. swimming
29
Distributed practice adv and disadvantages
Adv - good for beginners, increase motivation if praised during rest, takes pressure off performer Disadv - Time consuming, not useful for experts
30
Fixed practice
Skill repeatedly practiced, always same drill s.g. Badminton flick serve
31
Fixed practice adv and disadvantages
Adv - Good for confidence, kinaesthetic feel Disadv - If taught poor technique = won’t be good at the skill
32
Varied practice
Use same skill in various situations, stored in LTM, resemble real life scenario, e.g. backhand badminton
33
Verbal guidance
Learner told what to do by spoken instruction
34
2 strengths of verbal guidance
Reinforce good movements, identify errors throug detailed explanation Motivates learner to learn, good for autonomous (expert)
35
2 weaknesses of verbal
Leads to confusion if given too much information Get negative feelings if your given too much negative feedback
36
Visual guidance
Learner watches a model to form mental image e.g. demonstration, video, picture Beneficial for cognitive learners (beginners)
37
2 weaknesses of visual guidance
Not effective if demonstration is incorrect May need to be supported to make it more clear
38
Manual guidance
Given physical support by coach, uses hands to guide performer to gain kinaesthetic feel
39
2 strengths of manual
Good for dangerous skills, develops confidence and corrects errors Allows learner to gain kinaesthetic feel
40
2 weaknesses of manual
Learner must trust the coach, may feel uncomfortable Performer may be reliant on manual guidance
41
Mechanical guidance
Uses equipment to help performers e.g. harnass
42
2 strengths of mechanical
Good for dangerous skills, develops confidence Helps performer gain insight to movement
43
3 stages of learning
1. Cognitive (beginner) 2. Associative 3. Autonomous (expert)
44
Cognitive learning
A basic understanding of movement or skill Frequent errors Still thinking of and learning the movement Extrinsic feedback needed
45
Asoociative learning
Automatically has technique Can recognise and feel errors themselves No longer major Combo of intrinsic and extrinsic feedback
46
Autonomous learning
Movements are automatic Doesn’t think about technique anymore Nearly exclusively intrinsic feedback
47
Operant conditioning
Trial and error learning Based on SR Bonds
48
Strengthening an SR bond
Positive reinforcement: Praise / reward Negative reinforcement: removal of criticism
49
Weakening an SR bond
Punishment: Drop from team ,fine, substitute etc