Sports Psychology Flashcards

(44 cards)

1
Q

Operant conditioning

A

Learning though trial and error.
It is a behaviourist theory.

When you do something right you receive positive reinforcement.
When you do something wrong you receive a punishment.
Negative reinforcement -> removal of an unpleasant stimulus.

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2
Q

The stimulus response bond

A

The link between the stimulus and response.
Positive reinforcement -> praising when you do something right. strengthens the stimulus response bond.
Negative reinforcement -> taking away an unpleasant stimulus when the performer does something right.
Punishment -> giving an unpleasant stimulus when you do something wrong. weakens the stimulus response bond.

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3
Q

Observational learning (Bandura)

A

Learning by watching.
5 parts (DARMM):
Demonstration -> needs to be memorable, technically correct.
Attention -> must pay close attention and focus on the demonstrator’s behaviour and how the skill is performed.
Retention -> retaining the information on how the skill is performed correctly. can be done by practising, through mental imagery etc.
Motor production -> learner must be able to physically reproduce the behaviour that’s observed. may require practice and feedback.
Motivation -> must be willing to learn and perform the skill.

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4
Q

Social development theory - constructivism (Vygotsky)

A

When you do something (such as successfully complete a skill), you look for what you can o next.
Someone who can help you with that is an MKO (more knowledgeable others).
Zone of proximal development -> range of tasks a learner can do with the help of an MKO.
Application to Learning Sport Skills:
- social interaction -> interaction with coaches and teammates help athletes navigate their ZPD.
- cooperative learning -> athletes learn from serving and interacting with more skilled teammates.

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5
Q

Insight Learning - Gestalts

A

Learning through actively thinking.
Key Concepts:
Aha moment -> sudden realisation or understanding of a skill without a trial and error process.
Gestalt Perception -> ability to perceive the whole situation instead of the individual elements.
Application to Learning Sport Skills:
- perception of game flow.
- anticipation and reaction.
Implications for coaching:
- design drills that encourage athletes to perceive the situation as a whole.

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6
Q

Personality

A

Unique combination of characteristics of an individual.

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7
Q

Trait theory- Eysenck (1965)

A

Personality is made up of characteristics that influence someone’s behaviour.
Personality is innate, generalised, underlying, enduring, predisposition.
Four dimensions:
Introvert, extrovert, stable and neurotic.

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8
Q

Social learning

A

Behaviour is learnt through observation and imitation of others and through positive reinforcement.
Coaches use positive role models to influence and shape an athlete’s behaviour.
Weaknesses:
- doesn’t take into account inherited behaviours.

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9
Q

Interactionist - incl. Lewin

A

A mixture of social learning and trait theory.
Lewin:

B = F x (PE) -> behaviour is a function of both the person (personality) and the environment.
Takes into account both inherited characteristics and environmental influences.
Suggested to have better validity,

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10
Q

Interactionist - incl. Hollander

A

Hollander:
Traits determine behaviour, but can be influenced or changed by situations.
Might explain why we change our behaviour from one moment to the next.
Includes:
- the psychological core -> the beliefs and values that remain more or less permanent.
- typical behaviour.
- role related behaviour -> in different situations, we may behave differently.
- social environment -> how the behaviour and expectations of others affect our role.

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11
Q

Measuring personality - Questionnaires

A

SCAT -> Sport Competition Anxiety Test.
CSAI -> Competitive State Anxiety Inventory.

Advantages:
- quick and easy
- objective
- standardised

Disadvantages:
- relies on honesty
- limited depth
- cultural bias

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12
Q

Measuring personality - Interviews

A

Advantages:
- more in-depth answers
- naturalistic
- direct assessment

Disadvantages:
- observer bias
- time consuming
- might not be representative across all situations

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13
Q

Other ways of measuring personality

A

Observations and personality profiling.

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14
Q

Attitudes

A

An enduring evaluation - positive or negative - of people, objects and ideas. (Aronson et al. 1994).
Attitude object -> focus of your attitude.
Prejudice -> preconceived opinion that isn’t based on reason or actual experiences.
Stereotype -> a widely held but fixed and oversimplified image or idea of a particular type of person or thing.
How they are formed:
- family, friends, experiences, media, role models, peers, teachers and coaches.
Socialisation -> watching others with a positive attitude, copying what they do and having it reinforced.
Familiarity > if you’ve done something a lot this will affect your attitude towards it.
Common factors:
- can be positive and negative.
- are generally stable and enduring.

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15
Q

Triadic model

A

Affective -> feeling/how you feel/feel prepared.
Cognitive -> think/your thoughts. e,g, thinking about when to run and where.
Behavioural -> act/how you act. e.g. calm, getting into place (defensive short corner - running one).

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16
Q

Changing attitudes - Persuasive communication theory

A

People you are trying to persuade must be receptive.
Message must be clear.
Message must come from someone with a high status.
Respecting an official in a match.
(used in advertising)
persuader
message
the recipients
the situation

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17
Q

Changing attitudes - Cognitive dissonance (Festinger)

A

Dissonance -> feeling uncomfortable.
Making someone uncomfortable so that their cognitive and affective attitudes change leading to a change in behavioural attitude.
e.g. give or take responsibilities to or from a player.

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18
Q

Arousal

A

The psychological and physiological feeling of readiness.
Varies from deep sleep to intense excitement.
What controls it?
Reticular activating system (RAS) -> cluster of brain cells that maintain arousal.

19
Q

Types of Arousal

A

Cognitive -> a thought of excitement. thought process.
Somatic -> change in the body’s response. e.g. heart rate or sweating.

Optimum level of arousal isn’t always in the middle of the continuum.
Optimum level doesn’t occur at a specific point.

20
Q

Is arousal a good or bad thing in sport?

A

Good:
- if at the right level of arousal, performance will be optimal.
Bad:
- if too high, anxiety increases and performance decreases -> might happen (be more likely) for complex skills.

21
Q

Arousal - Drive Theory

A

As arousal increases, performance increases - linear relationship.
Better explanation for autonomous learners and extroverts.
P = f (H x D) -> performance = function of habit x drive or arousal.
With increased arousal the dominant habit will be reproduced.
Poorly learned skill will give a performance full of mistakes.
Well learned skill will give a skilled performance.

22
Q

Problems with Drive Theory

A

Suggests that there is no limit to arousal.
Even highly skilled players make mistakes in highly charged situations.
Increasing arousal may cause performers to resort to previously learnt skills because they’re dominant, but it might be incorrect doesn’t take into account only somatic or only cognitive anxiety.

23
Q

Arousal - Inverted U theory

A

As arousal increases, performance increases, until it reaches the optimum arousal level. After this performance decreases, as arousal continues to decrease.

24
Q

Problems with the Inverted U theory

A

Each athlete has their own optimal level of arousal.
Doesn’t explain how a performer may become over aroused but then have their arousal decrease to their optimum arousal level.

25
Arousal - Catastrophe Theory
Performance increases as arousal increases. If arousal gets too high, performance drastically decreases due to anxiety.
26
Zone of optimal functioning
Area where a performer achieves maximum attention capacity. Players feel movements are effortless and make the right decisions quickly.
27
Peak flow experience
Ultimate intrinsic experience -> everything you do works. - total focus - effortless movement - apparent loss of consciousness - complete absorption in the activity - an almost sub-conscious feeling of self-control. A link between mastic and cognitive arousal. Whe performer has reached the correct level of somatic and cognitive arousal -> peak flow is more likely to happen.
28
What causes peak flow experience?
Positive mental attitude. High levels of confidence. Performer being relaxed. Balanced emotional state. Optimum environmental conditions.
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What disrupts peak flow experience?
Injury. Fatigue. Crowd hostility. Uncontrollable events. Lack of challenge. Poor officials. Poor preparation. Negative self talk. Not at optimal rouses levels.
30
Stress
A response to any situation -> a psychological and physiological response to perceived threats or demands. Eustress-> a positive response to any situation. Distress -> negative response to any situation. Stress can be triggered by: - certain stimuli from the environment. e.g. a referee who makes a bad decision against you. opposition who try to wind you up.
31
Symptoms of stress
Nail biting, sweating, frequent urination, constant talking, increased heart rate, increased breathing rate. Raised voice pitch, trembling, scowling, pacing.
32
Anxiety
A feeling of unease, that can be mild or severe. A person’s specific reaction to stress -> its origin is internal. Cognitive -> thought of doubt in a performer’s mind. Somatic -> physiological/physical signs of anxiety. e.g. sweating, shaking. dartitis. Competitive state -> a feeling of anxiety in specific situations. happens when the demands of the sport are greater than the athlete’s perceived abilities. Competitive trait -> a feeling of anxiety in any situation.
33
Symptoms of anxiety
Increased heart rate, sweating.
34
Anxiety and how to measure it
Physiological methods: Biofeedback -> process that allows someone to change physiological activity to improve health and performance. e.g. heart rate, sweat rate, hormone levels, breathing rate. Difficult to complete, technical equipment needed. Questionnaires: SCAT -> Sport Competition Anxiety Test. CSAI -> Competitive State Anxiety Inventory. Observations: You can watch and see the physical anxiety. Time consuming, subjective.
35
Controlling anxiety - Somatic
Biofeedback. Breathing control. Progressive muscular relaxation. Centering -> a technique whose aim is to increase and focus attention and energy so there can be relief from anxiety and stress. Benefits: Reduced anxiety and arousal. Improved focus and concentration. Increased self-confidence. Better performance.
36
Controlling anxiety - Cognitive
Goal setting. Imagery -> a mental technique involving visualising vivid mental pictures of a desired outcome. Internal -> you visualise yourself, feels real. most suitable for skills that rely on kinaesthetic sense and internal feedback, own perspective. external. Benefits: Increased performance. Self talk. Thought stopping -> a cognitive-behavioural technique that is used to interrupt negative thoughts. process: 1. identify negative thoughts. 2. interrupt the thought. 3. replace the thought. 4. practice regularly. Attentional control/cue utilisation.
37
Attentional control and cue utilisation
Landers -> studied the relationship between arousal, attention and performance. As arousal increases, attention narrows and irrelevant cues are ignored. Although, if arousal continues, attention narrows and performance decreases. At low arousal levels a performer picks up appropriate and inappropriate cues. Attentional Styles: Narrow internal -> focusing on a specific weakness. Narrow external -> paying attention to 1 or 2 external cues to focus on the action. Broad internal -> performer processes information and develops a strategy. Broad external -> performer assesses the situation by observing the environment and various elements within it. If you start focusing on the wrong thing, anxiety increases.
38
Confidence
A belief in your ability to master a situation. Personality, experiences and situation causes it. Trait confidence -> confidence in general/natural. State confidence -> confidence in game situations or in sport.
39
Self-efficacy
Belief in completing a specific skill successfully. Self efficacy can affect: - choice of activity - how much effort is applied - level of persistence - positive mindset - leadership - goal setting - risk taking - enjoyment - resilience - problem solving
40
Factors affecting self efficacy
Past experiences -> successfully past experiences = high self efficacy. Vicarious experiences -> watching (competent) people with a similar ability. Verbal persuasion -> verbal encouragement. e.g. ”you can do this”. Emotional arousal -> physiological and emotional state. e.g. low levels of arousal for a golf putt.
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Self efficacy and behaviour
Enactive Mastery (performance outcomes) Vicarious experience ———>. development of self efficacy ———>. behaviour and performance Verbal persuasion Physiological arousal (e.g. emotional state)
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Strategies to develop self efficacy
Use attributions correctly by attributing failure to external + unstable factors. Experience early success. Observe demonstrations by competent others of similar ability. Set realistic but challenging goals. Set performance goals rather than outcome goals. Offer verbal encouragement and positive feedback. Mental rehearsal / imagery.
43
Vealey’s model of self confidence
If an objective sports situation goes successfully, trait confidence and competitive orientation increases, meaning state confidence also increases. Competitive orientation -> extent of which an individual is prepared to compete.
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Ways to improve self confidence
Past experiences. Vicarious experiences. Verbal persuasion. Emotional and physiological arousal. Mastery of skill. Physical and mental preparation. Social reinforcement. Effective leadership. Environmental comfort.