pe - psychology Flashcards

(84 cards)

1
Q

Skill

A

Learned ability to bring about pre-determined results - maximum certainty/efficiency.

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2
Q

Open Skill

A

Skill performed in unpredictable environment.

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3
Q

Open Skill: Example

A

E.g. Passing ball - Football

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4
Q

Closed Skill

A

Skill performed in predictable/stable environment.

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5
Q

Closed Skill: Example

A

E.g. Gymnastics floor routine (handstand etc.)

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6
Q

Gross Skill

A

Skill uses large muscle groups (Quadriceps).

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7
Q

Gross Skill: Example

A

E.g. Tackle - Rugby

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8
Q

Fine Skill

A

Skill uses small muscle groups (Hands).

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9
Q

Fine Skill: Example

A

E.g. Putting - Golf

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10
Q

Self-paced Skill

A

Performer controls start/speed of skill.

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11
Q

Self-paced Skill: Example

A

E.g. Free throw - Basketball

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12
Q

Externally-paced Skill

A

Performer has no control over start/speed of skill.

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13
Q

Externally-paced Skill: Example

A

E.g. Receiving pass - Hockey

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14
Q

Discrete Skill

A

Skill has clear beginning/end.

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15
Q

Discrete Skill: Example

A

E.g. Forwards Roll - Gymnastics

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16
Q

Serial Skill

A

Contains several discrete skills to make more integrated movement.

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17
Q

Serial Skill: Example

A

E.g. Triple Jump

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18
Q

Continuous Skill

A

Task in which action is performed without recognisable beginning or end, usually cyclic.

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19
Q

Continuous Skill: Example

A

E.g. Cycling

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20
Q

Low Organisation Skill

A

Basic - can be broken down into different phases.

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21
Q

Low Organisation Skill: Example

A

E.g. Triple Jump

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22
Q

High Organisational Skill

A

Not broken down into parts/subroutines.

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23
Q

High Organisational Skill: Example

A

E.g. Tennis Serve

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24
Q

Simple Skill

A

Basic movement actions - not difficult to perform - few decisions to make.

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25
Simple Skill: Example
E.g. Sprinting
26
Complex Skill
Requires decision making using lots of information when performed.
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Complex Skill: Example
E.g. Tennis Serve
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Whole Practice
Practicing skill in entirety.
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Whole Practice: Pros and Cons
Advantages: - Saves time doing it all at once - Good for high ability learners (Autonomous) - Creates a mental picture Disadvantages: - Difficult/too fast for cognitive stage of learning - Can be de-motivating if skill is done wrong - Subroutines may be harder to correct all at once
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Part Practice
A practice strategy that involves practicing parts of a skill before practicing the whole skill.
31
Part Practice: Pros and Cons
Advantages: - Increases confidence and motivation - Good for learning dangerous skills - Limits information to process - good for beginners Disadvantages: - Limits the awareness for the whole skill - Limits kinaesthetic development - May be de-motivating for high ability learners
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Whole-Part-Whole Practice
Assessing the skill as a whole, identifying a weakness to practise separately, then putting the skill back together.
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Whole-Part-Whole Practice: Pros and Cons
Advantages: - Uses all stages of learning - The whole skill is practiced early - Allows for focus of weak sub routines of the skill Disadvantages: - Difficult for low ability/de-motivated learners - Lots of information to be processed - Can be de-motivating to return to sub-routines
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Progressive Part Practice
Practising the first part of the skill then adding parts gradually. Sometimes called chaining.
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Progressive Part Practice: Pros and Cons
Advantages: - Gives time for feedback - Transfer from sub-routines is more efficient than part practice - Kinethesis developed quicker than with part practice Disadvantages: - Limited awareness of whole skill and how it should feel - Transfer to whole skill may remain difficult - Time consuming
36
Massed Practice
Schedule in which studying continues for long periods, without interruption (No breaks).
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Massed Practice: Pros and Cons
Advantages: - Skill is over learned/well grooved - Good for advanced/motivated learners - Good for the autonomous stage of learning Disadvantages: - Errors can increase due to fatigue - Can be exhausting/boring - Can cause overuse injuries
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Varied Practice
Changing the practice type and the practice drills.
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Varied Practice: Pros and Cons
Advantages: - Difficulty can be altered - Helps to avoid tedium - Good for changing situations Disadvantage: - Doesn't remain focused on one thing - Doesn't isolate weakness - Not specific to the sport
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Distributed Practice
Technique in which items to be learned are repeated at intervals over a period of time.
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Distributed Practice: Pros and Cons
Advantages: - Performer doesn't get tired - Prevents boredom - Keeps motivation up Disadvantages: - Isn't consistent - Gaps between practice musn't be too long - Suitable for all stages of learning
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Self efficacy (Confidence)
Level of confidence experienced by performer in particular situation Bandura's model of self efficacy: - Performance accomplishment (past success) - Vicarious experience (watching success) - Verbal/social persuasion (encouragement) - Emotional arousal (e.g. anxiety?) They all contribute to efficacy expectations which performance is dependant on VEELEY'S MODEL - pic on phone
43
Effect of audience (social facillitation)
Audience = increased arousal Expert: Causes performer to produce their dominant response Novice: Performers dominant responce is incorrect
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Evaluation apprehension
States: - Anxiety caused when individual perceives their performance is being judged causing performance to decline - Could cause higher arousal if performer felt others were accessing their actions e.g. trials
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Distraction effect
Proposes that spectators demand the same amount of attention as would data from sports situation, this added distraction places additional demand on performer
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Homefield advantage
Large supportive home grounds are believed to provide home team with advantage
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Proximity effect
Arousal levels increase of audience/crowd is close to where performance is occurring
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Social facilitation/inhibition
Facilitation - Audience has positive effect Inhibition - Audience has negative effect Both cause arousal. Extroverts/Autonomous - Performance quality is increased by arousal (Facilitation) Introverts/Cognitive - Performance quality is reduced by arousal (Inhibition)
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Types of audience
Both are 'present others' Passive others: Audience- Passive, possibly silent but an interested group Co-actors- Non-threatening fellow performers Interactive others: Co-active- Competitors/opposition Emotive- Audience (supporters)
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Mastery Orientation (Attribution)
- Person who is motivated to become a high achiever in a skill development or performance - (strong motivation to achieve) - Attribute failure to effort (stable/controllable factors) - Are not fazed by failure - See failure as pathway to improve
51
Learned helplessness (Attribution)
- Belief failure is inevitable - Can occur when faced with particular particular situation (specific) or everything (global) - Attribute failure to internal capability - Often experienced by low achievers
52
Self-serving bias (Attribution)
- Tendency for performer to attribute success on internal, controllable factors and failure to external, uncontrollable - Protects ones self-confidence to maintain motivation
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Attribution (Weiner's model)
Relates to reasons performers give success or failure. 2 dimensions: Locus of casualty: Whether reasons are related to performer or environment (internal/external) Locus of stability: Whether reasons are changeable or unchangeable (stable/unstable)
54
Anxiety before and after performance
Negative aspect of experiencing stress often called 'stressors' Before: - Audience - Media - Event/importance - Opposition/confidence - Ability/perception - Injuries During/After: - Score/result - Time left - Hostile crowd - Perceived bias (ref) - Poor performance - Fatigue
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Trait/Competitive trait anxiety
Trait: Relates to performers personality, views as stable - Performer with high trait anxiety has the perception/potential to react to situations with apprehension (worry) Competitive trait: Same as trait anxiety but specific to competitive situations
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State anxiety
State: Level of anxiety is experienced at any given time as situation is variable/unstable - Performer might have low anxiety state in certain circumstances but high state anxiety in others
57
Operant conditioning
Voluntary behaviour is associated with a consequence
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Reinforcement
Positive: - Use of stimulant - Praise from coach on correctly performed skill Negative: - Withdraw of unpleasant stimulus when correct response occurs Punishment: - Reduces chance of action being repeated - Enforcing sanctions
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Observational learning (Bandura model)
1. Demonstration 2. Attention 3. Retention 4. Motor reproduction 5. Motivation 6. Matching performance
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Thorndike's laws
Law of readiness: Must be mentally and physically able to do task Law of exercise: Must practise the skill regularly in favourable conditions to help motor reproduction Law of effect: More likely to repeat the task if they experience satisfaction
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Attitudes and where they come from
Combination of beliefs/feelings and actions towards an attitude object Where they come from: - Family and friends - Peers and teachers - Roles models - Past experiences - Money and access
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Triadic model attitudes
Cognative: 'Beliefs' Squash is good for me Affective: 'Emotion" I love playing squash Behavioural: 'Acting' I play squash twice a week
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Changing attitudes
Cognitive dissonance: - If all 3 components are negative the performers outlook on the situation will also be negative - Changing one of these components will make them more positive Persuasion: (what will make this work) - Person persuading - Significant other - Message - Receiver/audience - Environment
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Multi dimensional model (memory)
Stimuli: - Everything from environment that body takes in Short-term sensory stores: - Unlimited capacity - Information held for up to a second - Filtering process Short term memory: - Limited capacity 5-9 items - Half for up to 30 seconds - Compares past experiences LTM to recall and activates response Long term memory: - Unlimited capacity - Information help indefinitely - Can recall by rehearsal/repetition etc.
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Leadership
Someone who has influence in helping others to achieve their goals. Maintains effort motivation by setting goals etc. Considerations to make: - Situation - Group - Leader themselves Characteristics of good leader: - Charismatic - Listener - Communication - High ability - Empathy - Experience - Motivational
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Theories of leadership
'Why are some leaders better than others?' 'Are the born or made?' - Trait theory: Believe that you are born with these characteristics and thy are innate. Stable and predictable. People who are good leaders are good in any field of leadership. Evidence that some people struggle in certain situations, but not others. - Social learning theory: Watch other people lead and copy them as you perceive them to be good or they are looked highly upon by other people. Not everyone would be doing the same thing as a perfect leader - Interactionalist theory: Personality traits (some) are inherited but other or not you thrive as a leader is due to the environment - may hold up in some environments but not in others - Great man theory: Extension of trait theory - believe it is genetic and is also passed from father to son
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Styles of leadership
Autocratic: (Task orientated) Leader makes decisions - Dictates instructions - Concern of leader: Get results/targets - Good for larger groups/quick decisions/males/cognitive stage of learning Democratic: (Person orientated) Decisions made by group consultation - More sympathetic - Seeks group opinions - Good for experienced groups, the smaller the better, if there is no time limit and if a group is playing well Laissez-faire: Group makes decision - Leader does little - Independant - Less motivation - Good for autonomous/new group to evaluate them/experienced players Emergent leaders: Selected/naturally arises within group Prescribed leader: External person brought in from outside group (more common in professional sport)
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Stages of learning
Cognitive: Inconsistent/makes mistakes - Requires support from coach - Demonstration/repetition is key - Process of trial and error - Reinforced through positive feedback Associative: More consistant - Simple parts fluent - complex aren't - Fewer mistakes - Starts getting internal feedback Autonomous: Consistent and effective - Concentrate on complex tasks - Motor programmes well learnt - Practise needed often - Focus on opponents/tactics
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Stages of group dynamics
Forming: - Dependant on leader for guidance - Group are new to each other - Little agreement on aims - Individual roles unclear - Leader establishes all direction Stroming: - Group decisions are difficult - Focus is clearer - Need for compromise - Leader - advisory role - inner sub groups form Norming: - More agreement/consensus - Responsibilities accepted - Group decisions are made - Team members more friendly - Respect for leader Performing: - Clear vision - Focus on achieving goals - Teams don't need instruction - Stronger relationship - Disagreements are resolved
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Steiner's model of group performance
Actual productivity = Potential productivity - Losses due to faulty processes Faulty processes: - Social loafing: Individual suffers reduction of motivation causing loss of effort from player (motivational problem - desire/effort) Why? ~ Poor performance ~ No recognition ~ No clear role What can be done? ~ Set goals that are more achievable ~ Feedback ~ Give responsibilities - Ringlemann effect: Operational effectiveness of group can't be sustained, teamwork breaks down. Larger the team, the harder to coordinate (coordination problem - synchronisation)
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Task/Social cohesion
Task: Focuses on goals of group and working well together - Gives an overall goal - Accepted by all - Valued by whole team as collective - Affiliation strategy Group: Having good relationship with other team members - Creates opportunities to socialise and interact positively, making friends
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Types of guidance
Visual: Sees the skill being done + Cognitive can watch/copy skill + Autonomous correct themselves - Demonstration must be correct - Needs support by verbal guidance Verbal: Coaching points/advice etc. + Provide performer with feedback + Essential for cognitive learners - Overload cognitive learners - Detail for autonomous learners Manual: Physically guided/supported + Learn how movement should feel + Cognitive - skill for first time - Reliance on support - Useless for autonomous Mechanical: Guided by equipment + Support for dangerous movement + Independent - no coach - Reliance on equipment - Tedious - continuous
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Types of feedback
Positive: Given about a successful outcome but it's not praise Negative: Information given on an incorrect action Extrinsic: Information given from an external source Intrinsic: Kinaesthetic form of sensory, internal feedback Terminal: Feedback received after the movement is completed Concurrent: Feedback given whilst the performance is occurring Knowledge of performance: Quality of movement, based on skills/routine Knowledge of results: Information on an outcome e.g. score/podium position
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Importance/use of feedback
Importance: - Performer knows how to improve - Boosts performer's confidence - Incorrect actions are stopped - Correct actions reinforced - Bad habits prevented - Increase of motivation Correct use: - Compare to previous performances - Ensure feedback is specific - Don't overload performer - Ensure performer understands - Link to goal setting - Consider stage of learning
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Types of transfer
Positive: Occurs when one skill helps learning/performing another Negative: Practice in one activity interfere with another when 2 different skills are performed, same environment Proactive: Learning a new motor action influences performance/learning of similar action in the future Retroactive:Learning a new motor action impacts performance of previously learned action Bilateral: When motor learning is accomplished with one limb, ability to perform the same task with untrained limb improves
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Motivation
'Desire to learn/perform' (drive) - Intrinsic motivation: Within e.g. personal accomplishment/enjoyment - Extrinsic motivation: External source e.g. Rewards/recognition
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Arousal
'State of readiness' - Cognitive arousal: Mental preparedness e.g. worry, clear focus - Somatic arousal: Physical preparedness e.g. increased HR/temp
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Drive theory
- Linear relationship between arousal and performance - As arousal increases so does chance of performing dominant response - During high arousal, Autonomous is likely to perform dominant response - High arousal for cognitive stage will be low because S-R bonds are weak + Explains high performance in explosive skills + Explains increased performance by experts because they can cope with high levels of arousal - Too simplistic - Not specific to everyone
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Inverted-U theory
- Arousal increases so does performance (only to optimum level) - Beyond optimum point, performance will start to decline - Under arousal - Attention too wide, taking irrelevant Information (overload) - Over arousal - Concentration narrows, miss vital cues (hyper-vigilance) + Account of individual differences + Shows that performance can decline even when arousal is high - Graph doesn't explain sudden decrease in arousal
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Catastrophe theory
- Performance is best when somatic arousal is high/cognitive arousal is low - High cognitive arousal decreases performance of high somatic arousal - Stress management/recovery to get back to optimum arousal - Not able to control arousal levels so performance continues to decrease + Most realistic + Explains why performance can suddenly declines - Doesn't account - individual difference - Some performers never experience a sudden decline in performance
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Why/how to goal set
Why: - Increased motivation - Increased confidence - Reduce anxiety - Directs focus - More attention/drive How: - Specific - Measurable - Achievable - Recorded - Time-bound
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Types of goal
Process orientated goals: Improving way you execute skills (tactical) Performance goals: Judging on most recent performance Outcome orientated/product goals: Long term goal, desired end result
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Aggression vs Assertion
Aggression: Intent to harm outside the laws of the game Assertion: Forceful and goal directed behaviour within laws of the game
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Theories of aggression
Instinct theory: (Trait theory) - Aggression is a natural response - Innate and instinctive/animalistic - Developed aggression as survival Frustration-aggression hypothesis: - Frustration always ends to aggression - When individual's goal is blocked - Successful aggression leads to catharsis (well being release) - If aggression is punished - it increases Aggressive cue (stimulus) hypothesis: - Aggression requires a stimulus - Frustration creates a 'readiness' for aggression to occur - Stimuli are cues that are subconsciously linked to aggression - Cues can be objects Social learning theory: - Aggression learned from others - Most likely to happen if person being observed is a 'significant other' - Imitation of behaviour may be reinforced by social acceptance