Skill Acquisition Flashcards
(34 cards)
Define simple skills
requires minimal decisions and judgements
Eg: Swimming Start
Define complex skills
need many decisions and judgements
Eg; Pass by a player in a match
Define open skills
performed where the environment can affect the outcome
Eg: pass in football
Define closed skills
performed where the environment has not affect on outcome
Eg: Free throw in Basketball
Define self-paced skills
speed at which you perform the skill
Eg: Javelin
Define externally paced skills
speed is dictated by surroundings
Eg: timing a rugby tackle
Define Gross skills
involves big movements
Eg: Running
Define fine skills
skills involve precise movements
Eg: putting in golf
Define Discrete skills
having a beginning and end
Eg: hand stand
Define serial skills
discreet skills link together
Eg: triple jump
Define continuous skills
cannot be easily broken down
Eg: peddling a bike
Define Low organisation skills
easy to separate
Eg: tennis serve
Define high organisation skills
hard to break down
Eg: dribbling in basketball
Define part practice
Low organisation + complex skills
Achieve basic movements
Define Whole practice
learn in a complete form
Kinaesthetic sense of real action
Define Whole-Part-Whole practice
perform whole skill then part of the skills to show improvements
Serial Skills + low organisation
Define Positive transfer
When the learning performance of a skill helps another skill
Define negative transfer
When the learning performance of a skill hinders another skill
Define Bilateral transfer
Learning from one limb to another
Example of Bilateral transfer
Top spin with right hand and top spin with left hand
What are the 3 leading theories
Operant conditioning
Cognitive
Social learning (observational)
What is operant conditioning
Shaping the behaviour you want (good behaviour)
Punish behaviour you don’t want
(Bad behaviour)
Shaping occurs during trial and error
Positive to Operant conditioning
After being successful coach will show praise or approval
This could be rewards eg: medals
What is cognitive theory of learning
This is learning a skill when in the context of a realistic situation (in game situations)