Practice and Guidance :) Flashcards

1
Q

whole practice

A

skill is presented as a whole and not broken down

skill is:

  • highly organised
  • continuous
  • simple
  • discrete

performer is:
-autonomous

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2
Q

whole pros and cons

A

pros: kinaethesis developed, fluency maintained, not time consuming, clear mental image, easily transferred to game, helps understanding
cons: not good for cognitive/new performers, can cause fatigue or information overload, need to be physically able to perform whole skill

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3
Q

progressive part practice

A

first subroutine taught and perfected then next subroutines gradually added until whole skill is done

skill is:

  • low organisation
  • serial
  • complex
  • dangerous

performer is:
-cognitive

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4
Q

progressive pros and cons

A

pros: reduces chance of overload or fatigue, helps understanding, confidence increases, danger reduced
cons: time consuming, fluency can be hard, kinaethesis not properly developed, can get boring

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5
Q

whole-part-whole practice

A

learner attempts full skill then breaks into subroutines then back into whole skill

skill is:

  • complex
  • fast

performer is:

  • cognitive (working on specific parts)
  • autonomous (practicing specific weakness)
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6
Q

whole-part-whole pros and cons

A

pros: kinaethesis maintained, weak subroutines can be improved, fluency maintained, confidence increases
cons: time consuming, can’t use on highly organised skills, kinaethesis could be affected if not quickly integrated

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7
Q

cognitive stage

A
  • starts creating mental images of skills (mental rehearsal used)
  • trial and error used (mistakes made)
  • accurate demonstration needed

feedback:

  • extrinsic
  • positive
  • knowledge of results
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8
Q

associative stage

A
  • models performance on more skilled athletes
  • begins focusing on finer details of skill
  • demonstrations and mental rehearsal
  • smoother and more co-ordinated movements

feedback:

  • intrinsic (kinaethesis)
  • extrinsic
  • knowledge of performance
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9
Q

autonomous stage

A
  • fluid, efficient and habitual movements
  • skills are automatic
  • fully formed motor programmes (long term memories)
  • concentrate on fine details, tactics and advanced strategies

feedback:

  • intrinsic (kinaethesis)
  • extrinsic
  • knowledge of performance
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10
Q

learning plateaus

A

period of performance when there are no signs of improvement

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11
Q

causes of plateau effect

A
  • loss of motivation
  • mental/physical fatigue
  • limit of ability reached
  • poor coaching
  • incorrect goals set
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12
Q

solutions of plateau effect

A
  • set new tasks/challenges
  • variable practice
  • offer tangible rewards
  • allow rest periods
  • distributed practice
  • alternative coach
  • set SMARTER goals
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13
Q

cognitive: insight learning (gestalt)

A

learn through whole skill rather than isolated sub-routines
-learning skill as whole develops kinaethesis and full understanding

performers think about what to do but use previous experiences to help

  • use insight and adapt to sporting situation
  • uses creativity to develop own strategies and tactics
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14
Q

behaviourism: operant conditioning (skinner)

A

learning happens by strengthening a link between stimulus and response
-once sr bond is made it increases chance of desired response happening

coach should:

  • allow use of trial and error
  • manipulate environment to allow desired behaviour to be achieved
  • offer a satisfier when correct response shown so its repeated
  • offer an annoyer (such as lap) for incorrect responses
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15
Q

social learning: observational (bandura)

A

learn by watching and replicating actions of ‘models’ around us

more likely to copy:

  • significant others
  • models with similar characteristics
  • successful skills
  • reinforced skills
  1. Attention- need to concentrate on accurate model
  2. Retention- remember by repetition + mental image
  3. Motor Reproduction- be able to physically copy model
  4. Motivation- determination to copy skill
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16
Q

constructivism: social development (vygotsky)

A

learning is a social process with help of others
-social interaction plays key role in development

1.role of social interaction
inter-psychological learning- learn through watching mkos
intra-psychological learning- apply to themselves and construct actions

2.more knowledgeable others
coach or teacher who gives technical advice and feedback

3.zone of proximal development
what learner needs to reach the next skill - gap in knowledge

17
Q

massed practice

A

continuous practice without rest periods

skill is:
closed
discrete
self-paced
simple

performer is:
motivated
autonomous
fit

18
Q

massed pros and cons

A

pros: overlearns skills so they become habital, motor programmes formed, improved fitness, kinaethesis developed
cons: causes fatigue, performer may not be fit enough, no time for feedback

19
Q

variable practice

A

practicing skills in constantly changing environments

skill is:
open
externally paced
complex

performer is:
cognitive
lacking motivation

20
Q

variable pros and cons

A

pros: develops schema, increases motivation, performer gains experience in different environments, positive transfer
cons: time consuming, can cause fatigue, possibility of info overload, could cause negative transfer

21
Q

distributed practice

A

practice with rest periods included

skill is:
continuous
complex
serial
low organisation
dangerous
externally paced
open

performer is:
cognitive
unfit
lacking motivation

22
Q

distributed pros and cons

A

pros: more effective than massed, allows time for recovery, allows time for mental practice, time for feedback, motivational
cons: time consuming, negative transfer to competition situations

23
Q

mental practice

A

practicing skill in your head

skill is:
complex
serial

performer is:
cognitive- build mental image of basics
autonomous- focus on key strategies/tactics

24
Q

mental pros and cons

A

pros: produces clear mental image, performers can see them succeeding, reduces anxiety, muscles are stimulated, reaction time improves
cons: difficult for cognitive perf to complete fully, mental image must be fully accurate, difficult if environment is not quiet

25
visual guidance
performer shown the correct way to perform skill -videos, demonstration, pictures can be paired with verbal guidance as well
26
visual pros and cons
pros: good for cognitive performers, helps create mental image, highlights weakness, clear what to do cons: demonstration needs to be accurate, too much info can lead to overload, needs to be replicated
27
verbal guidance
coach instructs verbally, explaining and directing how to perform skills used to give tactical, strategic and technical information, but needs to be kept short
28
verbal pros and cons
pros: immediate, good for open skills and quick decisions, works for autonomous performers cons: could cause information overload, cognitive performers wont understand, cause lack of focus
29
manual guidance
coach uses their own body to physically support or manipulate performers body to aid them
30
manual pros and cons
pros: good for cognitive, used for dangerous skills, reduces fear of hard skills, whole skill can be attempted, kinaethesis developed cons: could become reliant on support, cause incorrect kinaethesis, bad habits formed, performer could feel demotivated, uncomfortable by physical contact?
31
mechanical guidance
any equipment, apparatus or device used to aid and shape movement
32
mechanical pros and cons
pros: good for cognitive, used for dangerous skills, reduces fear and anxiety, whole skill can be attempted, allows performer to develop kinaethesis cons: could become reliant on support, cause incorrect kinaethesis, bad habits formed, performer could feel demotivated as not alone
33
knowledge of performance
information about WHY skill was successful /unsuccessful | -technique and quality of action
34
knowledge of results
information about WETHER skill was successful (repeat it) or unsuccessful (adjust next time)
35
positive feedback
information about what was correct - so repeated
36
negative feedback
information about incorrect actions - not repeated
37
intrinsic feedback
using kinaethesis, feel if the action if correct or incorrect
38
extrinsic feedback
from outside source- can be positive or negative