Skill Acquisition Flashcards
(71 cards)
Skill
Ability to bring about pre determined results with the minimum outlay of time, energy or both.
Graceful, autonomous and efficient.
Skill is learnt, consistent , accurate, controlled and goal directed.
Psychomotor skill -> ability to consciously make movements successful.
Gross motor skill -> uses large muscle groups. don’t need any active thought. usually acquired during childhood. e.g. standing, walking.
Ability
The physical attributes that affect our potential for a given sport.
Largely determined genetically. They are natural or innate.
What is a continuum?
A continuous sequence in which adjacent elements aren’t very different, but the extremes are quite distinct.
Open skill
Affected by the environment.
Environment is unpredictable and changes frequently.
e.g. long pass in football.
Closed skill
Not affected by the environment.
e.g. free throw in basketball.
Gross skill
Uses large muscle groups.
e.g. triple jump.
Fine skill
Uses small muscle groups.
e.g. dart throw.
Self-paced skill
Performer decides when they carry out the skill.
e.g. free kick in football.
Externally paced skill
Determined by external factors and environment outside of the performer’s control.
e.g. pass in netball.
Discrete skill
Has a clear beginning and end.
e.g. cartwheel.
Continuous skill
No clear beginning and end.
e.g. swimming.
Serial skill
Many discrete skills put together.
e.g. dance routine.
Low organised skill
Can easily be broken down.
e.g. triple jump.
Highly organised skill
Can’t be broken down easily or at all.
Action is often too quick.
e.g. volley in football.
Simple skill
Little cognitive element.
Little decisions to be processed.
e,g. passing in football.
Complex skill
Requires a high cognitive element.
Many decisions to be made.
e.g. aerial in hockey.
Positive transfer
When the learning of one skill helps with the learning of another.
e.g. badminton/tennis.
Negative transfer
When the learning of one skill interferes with another skill being learnt.
e.g. netball/basketball.
Zero transfer
When the learning of one skill doesn’t affect the performance of another.
Bilateral transfer
When the leaning of a skill is transferred across the body.
How knowledge of transfer can be used to coach effective sessions
Can encourage positive transfer by making practices realistic.
Making sure skills are well learnt before moving on to a complex skill.
Rewarding players when they do correct adaptations of positive transfer.
Whole practice
Practicing a skill in is entirety.
Not broken down into subroutines.
Suitable for discrete and highly organised skills.
Can be used where:
- performer is autonomous
- movement is quick
- skill of low complexity
Advantages of whole practice
Helps create specific images that can be stored in the long-term memory.
Realistic -> is helps to transfer skills in training to game scenarios.
Disadvantages of whole practice
Less suitable for beginners -> they may think it puts unnecessary demand on them. can decrease their motivation.
May be fatiguing.