skill acquisition Flashcards

1
Q

information processing - key points

A

the set of activities done in a particular sequence by which data produces information

make decisions that result in successful and efficient movements

break down large pieces of information

how we take in information, process it and make decisions

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2
Q

basic overview of the model (3 steps)

A
  1. input of information (perception)
  2. throughput (decision making)
  3. output (response)
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3
Q

main sensory inputs

A
  1. visual input -
    track movements, positions
  2. auditory input -
    information through hearing, communicate with the team
  3. touch input -
    physical sensations through contact with objects
  4. proprioceptive input -
    body position, movement, balance, rely on kinaesthetic feedback, execute precise movements
    e.g gymnast adjusting body position on beam
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4
Q

stimulus identification

A

information is gathered from environment and a stimulus is recognised

(input)

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5
Q

response selection

A

gathered information is used to create a motor programme

(throughput/decision making)

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6
Q

response programming

A

the muscle movement produced in response to the stimulus

(output)

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7
Q

two information processing models

A

welfords model
whitings model

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8
Q

welford’s model - sensory input

A

information from sense organs
internal - proprioceptive
external - touch, auditory, visual

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9
Q

welford’s model - perception

A

judging and interpreting information
detection, comparison, recognition

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10
Q

welford’s model - selective attention

A

filter relevant information
block out irrelevant cues

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11
Q

welford’s model - decision making

A

use information to make correct decision
refer back to long term memory for past experiences

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12
Q

welford’s model - memory

A

stss - one second
stm - 30 seconds
ltm - limitless

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13
Q

welford’s model - effector control

A

selected movement is sent to muscles via motor nerve
no movement until this stage

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14
Q

whiting’s model abbreviation

A

p.t.e

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15
Q

whiting’s model - input data from display

A

information from environment overwhelms the senses

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16
Q

whiting’s model - receptor systems

A

sense organs

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17
Q

whiting’s model - perceptual mechanisms

A

selective attention, information in stss is ignored or passed onto short term memory

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18
Q

whiting’s model - translatory mechanisms

A

decision making, motor programme is received from long term memory

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19
Q

whiting’s model - effector mechanisms

A

nerve impulses sent via motor neurone for muscular system to contract

20
Q

whiting’s model - feedback

A

intrinsic - kinaesthetic
extrinsic - coach

21
Q

role of short term sensory store

A

information from sense organs
selective attention occurs - important info sent to stm
only available for a few seconds
stss for each sense

22
Q

role of short term memory

A

working memory
decision making
5-9 items remembered
30 seconds
important info passed to ltm
can be increased by chunking

23
Q

role of long term memory

A

retained for a long time
store of past experiences
store of motor programmes
limitless capacity
helps process new information

24
Q

strategies to improve selective attention/stss

A

provide experience
optimum arousal
quality of instruction
intensity of stimulus
train in front of a crowd
mental rehearsal
attentional cues
attentional narrowing

25
Q

strategies to improve stm and ltm

A

chunking (stm + ltm)
fixed practice (ltm)
use phrases to remember (ltm)
intensify the stimulus (stm+ltm)
unusual/memorable sessions (ltm)
reinforce key aspects (ltm)
avoid overload (stm)
mental rehearsal (ltm)

26
Q

motor programme

A

a series of sub-routines organised in the correct sequence to perform a movement

stored in long term memory

27
Q

open loop theory

A

decisions made in the brain

information for one movement sent in one message

feedback can be available - no time to change movements

golf swing

28
Q

closed loop theory

A

decisions made in the brain

not all information sent together

feedback always available to correct movement patterns

level 2 - feedback via muscles (kinaesthetic), small adjustments - e.g gymnast balancing

level 3 - cognitive process, feedback via brain, takes longer - e.g playing shot in squash

29
Q

benefits of motor programmes

A

not every part of an action needs to pass through the short term memory - avoids overload

once learned, it can be executed with minimal conscious thought - autonomous

30
Q

schema definition + key points

A

all the information needed to make a movement decision

stored in the long term memory
essential for adapting
refers to a cognitive framework that organises information

31
Q

schema theory (schmidt) key points/general info

A

how our brain organises and stores information

opposed open/closed loop theory

motor programmes can be changeable to respond to the situation

larger motor programmes, easier to adapt to new situation

32
Q

schema theory - phases

A

recall:
1. initial conditions
2. response specifications
—————————————
3. performing skill
—————————————
recognition:
4. sensory consequences
5. response outcomes

33
Q

schema theory - initial conditions

A

where are they
what’s the situation like

e.g freekick:
where’s the keeper, where the wall is, the angle, height of wall

34
Q

schema theory - response specifications

A

what is expected
what do they need to do

e.g freekick:
shoot, get the ball over the wall, hit the outside of the ball

35
Q

schema theory - performing skill

A

run the motor programme

36
Q

schema theory - sensory consequences

A

how did it look/feel - kinaesthetic

e.g freekick:
score - natural, fluid movement
not - unnatural

37
Q

schema theory - response outcomes

A

did it work
was it successful

successful - do it again
unsuccessful - adapt next time

38
Q

how to develop schema

A

variable practice

39
Q

reaction time definition

A

time from stimulus identification to initiation of a response

40
Q

movement time definition

A

time from initiation of the response to the completion of the action

41
Q

response time

A

time from the stimulus identification to the completion of the movement

42
Q

response time equation

A

response time = reaction time + movement time

43
Q

hick’s law

A

the more choices the person has, the slower the response time - more information processing/selective attention

less stimuli = faster response time

44
Q

PRP meaning

A

psychological refractory period

45
Q

psychological refractory period definition

A

the period of time during which the response to the second stimulus is being slowed because the first stimulus is still being processed

46
Q

example of psychological refractory period - football

A

stimulus 1 - fake turn
stimulus 2 - actual turn
response 1 - follow fake turn
response 2 - try to follow actual turn
prp - delayed response between s1 and s2