Skill Acquisition Flashcards

(58 cards)

1
Q

7 characteristics of a skill

A
Aesthetically pleasing 
Consistent
Efficient 
Fluent 
Accurate 
Controlled 
Economical
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2
Q

Open skill + example

A

Unpredictable environment influence

Eg: Pass in football

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3
Q

Closed skill + example

A

Predictable environmental influence

Eg: a full in trampolining

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4
Q

Gross skill + example

A

Large muscle groups need to be used

Eg: rugby scrum

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5
Q

Fine skill + example

A

Small muscle groups need to be used

Eg: dart throw

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6
Q

Self paced skill + example

A

Control and rate of execution initiated by the performer

Eg: 100m sprint

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7
Q

Externally paced skill + example

A

Control and rate of execution initiated by an outside influence

Eg: wind surfing

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8
Q

Discrete skill + example

A

Clear beginning and end

Eg: tennis serve

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9
Q

Continuous skill + example

A

NO clear beginning or end

Eg: swimming

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10
Q

Serial skill + example

A

Several discrete skills grouped together

Eg: gymnastics or trampolining routine

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11
Q

High organisation skill + example

A

Not easily broken into parts

Eg: volley in football

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12
Q

Low organisation skill + example

A

Can be broke into sub-routines

Eg: swimming

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13
Q

Simple skill + example

A

Limited decision making

Eg: forward roll and running

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14
Q

Complex skill + example

A

Lots of decision making

Eg: dribble in hockey

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15
Q

Positive transfer + example

A

When one skill helps or aid another

Happens when two skills have a similar shape and form

Eg: netball/basketball pass

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16
Q

Negative transfer + example

A

When one skill hinders the learning of another

Happens when there is familiarity in the environment

Eg: badminton serve/ tennis serve

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17
Q

Zero transfer + example

A

Where the learning of one skill has no effect on the learning another

Eg: swimming arm action/foot placement in rock climbing

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18
Q

Bilateral transfer + example

A

When there is a transfer of limbs across the body

Eg: right-footed footballer encouraged to use the left

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19
Q

Whole practice + example

A

Performing the whole skill without breaking it up into sub routines

Eg: sprinting, golf swing, cycling, tennis serve

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20
Q

Whole practice advantages

A
  1. Fluency - kinaesthetics

2. Keeps links between sub-routines

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21
Q

Whole practice disadvantages

A
  1. Unnecessary demands
  2. Fatigue because of no breaks
  3. Not for beginners
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22
Q

Whole - part - whole + example

A

Assessing skill, seeing weakness to practice then put the skill back together
Helpful for beginners

Eg: golf swing, poor grip

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23
Q

Whole - part - whole advantages

A

Provides motivation
Provides immediate feedback
Corrects errors
Fluency

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24
Q

Whole - part - whole disadvantage

A

Can produce negative transfer effects

Time consuming

25
Mental practice + example
Going over skill in mind with movement | Eg: going over trampolining routine
26
Mental practice advantages
1. Improves confidence 2. Stimulates the muscle receptors 3. Develops cognitive ability 4. Improves decision making and thinking 5. Can be done when players are injured
27
Distributed practice + example
Involves rest intervals Eg: swimming stroke technique practice
28
Distributed practice advantages
1. Takes pressure off of a performer 2. Good for beginners 3. Keeps performers motivated 4. Safe way to practice dangerous skills
29
Distributed practice disadvantages
Time consuming Not useful for experts Negative transfer
30
Varied practice + example
Changing the practice type and practice drill Eg: shooting without gk, then 3v2 or practicing a football pass
31
Varied practice advantages
1. Helps with continuous motivation | 2. Allows players to adapt their skills
32
Varied practice disadvantages
Time consuming Danger or negative transfer Fatigue Information overload
33
Coaching mental practice
Very popular Depends on experience Beginners: May be part of distributed practice Concentrates on basics introduces advanced skills Experts: Devote whole training sessions to prepare for major game
34
Part practice
When a skill can be broken down into parts of sub-routines | Skills are practiced in isolation and perfected before putting the whole skill back together
35
Part practice advantages
Early success Good for beginners Good for performers with limited motivation Good for dangerous skills
36
Part practice disadvantages
Do not feel kinaesthetics Lacks fluency Tedious Time consuming
37
Progressive part practice + example
Chaining First part of skill taught and then more parts are added Eg: dance routine
38
Progressive part practice advantages
1. Keeps links between parts 2. Gives motivation 3. Reduces danger 4. Focuses on weakness 5. Reduces fatigue
39
Progressive part practice disadvantages
Time consuming | Negative transfer
40
Massed practice + example
Continuous with no rests between sessions | Normally used when skill is discrete, simple and closed
41
Massed practice advantages
1. Makes skill become automatic 2. Can repeat skill consistently 3. Skill can be easily recalled in the future 4. Efficient use of time
42
Massed practice disadvantages
1. Fatigue 2. Danger of negative transfer 3. Demands are high
43
What is the cognitive stage of learning?
1. First stage of learning 2. Think about actions 3. Understand how to copy the demo and instructions recurved from a coach 4. Trial and error 5. No motor programme
44
What are the 3 stages of learning?
Cognitive Associative Autonomous
45
Who uses cognitive learning?
Beginners
46
What type of feedback would a cognitive learner use?
1. Positive - motivation 2. Extrinsic 3. Immediate
47
What is the associative stage of learning?
1. Motor programme 2. Comparing to a expert (perfect model) 3.
48
Who uses associative learning?
Accomplished performer
49
What type of feedback would an associative learner use?
1. Negative 2. Positive 3. Intrinsic 4. Extrinsic
50
What is the autonomous stage of learning?
1. Motor programme 2. Fluent, efficient and automatic 3. Achieved by practice
51
Who uses autonomous learning?
High level performers
52
What type of feedback would an autonomous learner use?
1. Negative 2. Intrinsic 3. Continuous 3. Delayed 4. Knowledge of performance
53
What is positive feedback and why is it used?
1. Entails information about what was good. | 2. Used to motivate and maintain effort
54
What is negative feedback and why is it used?
1. Information about what is going wrong so errors can be corrected and bad habits can be eliminated 2. Used so players can gain more experience
55
What is extrinsic feedback and why is it used?
1. Feedback given from and outside sauce such as a coach | 2. Used to improve certain aspects of play
56
What is intrinsic feedback?
1. Feedback that comes from the performer themselves
57
What is knowledge of performance and why is it used?
1. Gives reasons to why something in a game situation did not go very well 2. Can see how the technique can be developed to produce a better performance than the last attempt
58
What is knowledge of results and why is it used?
1. Gives an indication of whether or not the skill has been successful 2.