skill acquisition Flashcards

(46 cards)

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
strategies to improve stm and ltm
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
motor programme
a series of sub-routines organised in the correct sequence to perform a movement stored in long term memory
27
open loop theory
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
closed loop theory
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
benefits of motor programmes
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
schema definition + key points
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
schema theory (schmidt) key points/general info
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
schema theory - phases
recall: 1. initial conditions 2. response specifications --------------------------------------- 3. performing skill --------------------------------------- recognition: 4. sensory consequences 5. response outcomes
33
schema theory - initial conditions
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
schema theory - response specifications
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
schema theory - performing skill
run the motor programme
36
schema theory - sensory consequences
how did it look/feel - kinaesthetic e.g freekick: score - natural, fluid movement not - unnatural
37
schema theory - response outcomes
did it work was it successful successful - do it again unsuccessful - adapt next time
38
how to develop schema
variable practice
39
reaction time definition
time from stimulus identification to initiation of a response
40
movement time definition
time from initiation of the response to the completion of the action
41
response time
time from the stimulus identification to the completion of the movement
42
response time equation
response time = reaction time + movement time
43
hick's law
the more choices the person has, the slower the response time - more information processing/selective attention less stimuli = faster response time
44
PRP meaning
psychological refractory period
45
psychological refractory period definition
the period of time during which the response to the second stimulus is being slowed because the first stimulus is still being processed
46
example of psychological refractory period - football
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