skill aquisition Flashcards
(253 cards)
aesthetically pleasing
good to watch
consistent
can repeat to a high level regually and have a high sucess rate
efficient
procued with the least amount of excess energy in the quickest time
fluent
smooth, graceful, links together
learning
developed through practice
accurate
being consistent with precise performances
goal-directed
doing it for a speciefic reason, there is a clear aim in mind
what is an example of a gross skill
kicking a ball
what is an example of a fine skill
releasing a dart
what is an example of a open skill
netaball pass
what is an example of a closed skill
10m platform dive
what is an example of a externally-paced skill
kicking a ball, netball pass
what is an example of a self-paced skill
relasing a dart, 10m platform dive
what is an example of high in organisation
throwing / catching a ball
what is an example of low in organisation
gymnastics routine
what is an example of a simple skill
kicking a ball
what is an example of a complex skill
volleying in football
gross skill
skill that involves large movement of the large muscles in the body
fine skill
a small, precise movement, ususally requiring accuracy
open skill
a skill performed in a changing environment, other people can influence the skill
closed skill
a skill performed in a stable environment, the environment / people won’t affect the skill
externally-paced skill
a skill where other factors in the environment determine when to start a skill
self-paced skill
a skill where the performer decides when to start the skill / timing of the movement
high in organisation
a skill that is difficult to break down, where the subroutines lack meaning in parts as they are closely linked together
difference: mechanical uses equipment
- high levels of fitness
- high levels of motivation
- closed
- self-paced
- fine
- simple
- good to use when there is not a lot of time available
- overlearning skills so they become habitual
- good for autonomous performers, who are well motivated and fit
- can be tiring, therefore leading to injury / overtraining
- can be boring / repetitive
- mistakes can develop
- not good for cognitive performers, who are low in motivation / unfit
- not good to use for dangerous skills
- low levels of motivation
- goss
- dangerous
- continous
- serial
- low in organisiton
- breaks can be used productively (eg: to recover from fatigue)
- breaks can be used to re-motivate a performer
- mistakes can be corrected in breaks
- god for cognitive performers with low motvation levels/unfit
- could lead to bordem / loss of motivation
- learning could be halted by breaks
- breaks could lead to loss of concentration / discipline
- lacking in motivation
- extrinsically paced
- complex
- maintains interest, motivation and prevents bordem
- the performer gains experience in a range of situations
- positve transfer form training to a game
- can cause fatigue
- chance of information overload
- serial skill
- cognitive stage of learning (to build a clear mental picture of the basics of the skill)
- autonomous skill (to focus on strategies / tactics)
- reduces stress / anxiety
- improves confidence if the performer can see themselves being sucessful
- can reherse skills / tactics
- can keep injured performers motivated
- mental image must be accurate
- difficult if the environment isn't quiet
- focus on the task and create a clear picture
- visualise sucessful outcomes (not bad ones)
- practise regularly
- use during recovery periods
- the first s-r bond is created through trial and errow and manipulation of the environment
- punishment (for doing the skill incorrectly) = weakens the s-r bond
- reward
- thumbs up
- extra laps
- shouting
- boosts confidence
- quick to deliver
- develop a responce to specific stimulus
- can be de-motivating
- may not understand why
- the coach has to be present
- it is prblem solving including memory
- it encourages problem solving and develops tactics
- cognitive and perceptual processes
- more creative transfer
- time consuming
- make sure that there are no distractions
- make sure that it is engaging / interesting / enjoyable
- make sure that it is easy to understand
- use a role model
- highlight key points
- don't make it too long
- repetition
- allow time for mental rehersal
- don't make the demonstration too long
- make sure the demonstrations are suitable for the performer's ablility level
- set achievable goals
- give rewards
- make learning fun and enjoyable
- it can help to enhance motivation as th performer can see what they are aiming for
- the demonstration has be accurate (otherwise, it could lead to an inaccurate performance)
- it can cause demotivation if the perfomer cannot replicatethe skill
- there can be a loss of focus if the demonstration is too long / there could be an overload of information
- it has to be used with verbal guidance
- facilitators
2. what can i do with help?
3. what can i not do yet?

- previous experiences are recalled
2. receptor systems
3. perceptual mechanisms
4. translatory mechanisms
5. effector mechanisms
6. muscular systems
7. feedback
- selective attention will also happen here

- fielder
- wicket
- bowler
- other players
- crowd
- sight screen
- hearing
- balance
- kinesthesis
2. comparison
3. recognition
2. a side step in rubgy
3. a shuttle / ball clipping the net in badminton / tennis
2. temporal
- the goalkeeper predicting where the striker will shoot the shot
- the badminton player will predict when the shuttle will come over the net, so they can begin their movement
- intensity of the stimuli
- age
- gender
- fatigue / injury
- anticipation of the stimuli
- selective attention
- previous experience
- arousal / alertness
- deception of stimuli / psychological refractory period (prp)

- cardiac control centre (ccc) has overall control over all information entering and leaving (through selevtive attention)
- position of the opposing player
- surface (visuo)
- feeling of a ball bouncing (spatial)
2. articulatory control processes
- how it felt
- where it landed
and send it to the long term memoryin one episode
- mental practice / rehersal
- make it fun / interesting / rewards to motivate
- association from a previously learned skill
- chaining
- improve selective attention / highlight the key points
- make information meaningful
- initial conditions - where am i?
- responce specification - what do i need to do?
- sensory consequences - what does it feel like?