Sports Psychology Flashcards

(102 cards)

1
Q

Visual guidance

A

Guidance the performer can see and look at

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2
Q

Examples of visual guidance

A

A coach demonstration
Video
Pictures

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3
Q

Advantages of visual guidance

A

Watch the video again
See the correct technique
Instant feedback - watch a video of yourself

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4
Q

Disadvantage of visual guidance

A

You can’t see it when performing

Demonstration could be wrong or not good quality

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5
Q

Verbal guidance

A

Provided by another person speaking to you. It may involve a coach highlighting a technique or using a trigger word

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6
Q

When should verbal guidance be used?

A

During, after and before.
During should be positive to motivate them
Before and after can be negative and positive

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7
Q

Can verbal guidance be given to beginners?

A

Only if visual guidance used as well

Not too long or complex

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8
Q

Manual guidance

A

Involves physically moving the performer into the correct position

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9
Q

Manual guidance examples

A

Supporting a tuck somersault in gymnastics and trampolining

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10
Q

When should manual guidance be used?

A

With a beginner to get them used to the right technique

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11
Q

Mechanical guidance

A

Involves using aid or objects to assist the performer

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12
Q

Examples of mechanical guidance

A

Float or armbands in swimming

A harness in trampolining

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13
Q

Advantages of mechanical guidance

A

Make performers feel safe when doing potentially dangerous skills
Give the performer an understanding of what the skill ‘ feels’ like.

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14
Q

Disadvantages of mechanical guidance

A

Equipment may be expensive

Performer may only rely on the aid

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15
Q

Beginners guidance

A

Visual
Verbal - not too complex
Manual/mechanical

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16
Q

Elite guidance

A

Verbal - more complex, fine tuning of technique

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17
Q

Feedback

A

Information about reactions to a persons performance of a movement

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18
Q

Positive feedback

A

Inform the athlete what was correct/ good. Essential for motivating athletes

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19
Q

Negative feedback

A

Information a performer receives about that was incorrect or about their performance

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20
Q

Knowledge of results

A

It focuses on how successful you have been achieving what you set out to do.

How far you jumped in long jump

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21
Q

Knowledge of performance

A

More detail about the quality of the performance and not the end result

Often relates to specific techniques

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22
Q

Intrinsic feedback

A

Info that is received from within the performer via the senses or muscles

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23
Q

Extrinsic feedback

A

Feedback from an external source

Teacher or peer or coach

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24
Q

Positive feedback - beginner or elite

A

Elite - helpful, motivate them to do better

Beginner - best feedback, motivate them to do better

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25
Negative feedback - beginner or elite
Elite - helpful, can correct their movement easily Beginner - not good, may make them demotivated
26
Knowledge of results - beginner or elite
Elite - may be obvious to them and helpful (get a PB) Beginner - may need this to know whether it was a success or not
27
Knowledge of performance - beginner or elite
Elite - useful as they can talk about their technique which they can improve on Beginner - may be confusing for them
28
Extrinsic feedback - beginner or elite
Elite - useful, feedback from a spectator Beginner - rely heavily on this
29
Intrinsic feedback - beginner or elite
Elite - may be natural as they would be able to 'feel' if its right Beginner - not be able to interpret their movement themselves
30
Beginner feedback REP
Results(knowledge of performance) Extrinsic Positive
31
Elite feedback PIN
Performance (knowledge of) Intrinsic Negative
32
Arousal
Physical and mental state of alertness/readiness varying from deep sleep to intense excitement
33
Low arousal
Not very aware In consistent Deep sleep
34
High arousal
Too desperate or anxious Get to excited and mess up Intense excitement
35
Optimum arousal
Concentrated Good performance Plays at best
36
Inverted U theory
A arousal increases - level of performance increases Until it reaches an optimum point at around moderate arousal level Past this optimum point- performance decreases - over aroused too anxious
37
Low arousal movements
Fine and precise Accuracy and control
38
High arousal movements
Gross skills requiring power, strength Large muscle movements
39
High arousal movement example
Rugby tackle Lots of energy needed, power and strength Large muscle movement
40
Low arousal movement example
Throwing a dart Precision and accuracy needed
41
Deep breathing
Exaggerating breaths in and out
42
Deep breathing example
Reduce heart rate and nervousness before hitting a golf ball of a tee
43
Mental rehearsal
Performer picturing themselves performing the skill perfectly before doing it
44
Mental rehearsal example
Johnny Wilkinson - pictures himself doing s perfect rugby conversion p Makes him more focussed
45
Imagery
Stress management involves the performer imagining them in a calm place
46
Imagery example
A golfer may do this before attempting to putt Remain calm and control their arousal levels
47
Visualisation
Performer will try to picture an aspect of performance
48
Visualisation example
The batsman in cricket will focus on how their performance should look before facing the bowler
49
Positive self talk
Talking to yourself positively in your head
50
Positive self talk example
Sprinter in the blocks telling themselves they are good enough to win the race Footballer preparing to take a penalty
51
Direct aggression
When there is actual physical contact between performers
52
Direct aggression examples
A tackle in rugby A boxer punching their opponent A judo performer throwing their opponent
53
Indirect aggression
Does not involve physical contact with another performer. Aimed at an object to gain an advantage
54
Indirect aggression example
Doing a smash shot in badminton in order to hit the floor quicker to win the point A cricket player bowling a fast bouncer to intimidate the batsman
55
Motivation
The drive and desire someone has to want to achieve
56
Intrinsic motivation
The drive that comes from with in the performer
57
Intrinsically motivated will participate for...
Pride Self satisfaction/enjoyment Personal achievement
58
Extrinsic motivation
Comes from another source Is done so by external rewards
59
Tangible awards
Certificates, trophies, medals
60
Intangible rewards
Praise, feedback , applause
61
Skill
A learned action with the intention of bringing about pre determined results.
62
Skill example
Passing a netball Shooting a basketball
63
Ability
Inherited, stable traits that determine an individuals potential to learn or acquire new skills
64
Ability example
Balance, agility, co ordination
65
Open skills
A skill which is performed to deal with a changing or unstable environment
66
Open skills example
Rugby tackle - depends on what the opponent does
67
Closed skills
A skill which is not affected by the environment or performers within it Done the same each time
68
Closed skills example
Diving - controlled by the performer and they decide when to execute the skill
69
Self paced skill
It is started When the performer decides to start it. The speed, rate or pace is controlled by the performer
70
Self paced skill example
100m sprint Serve in table tennis Shot put
71
Externally paced skills
It is started because of an external factor. The speed, rate or pace of the skills are controlled by external factors.
72
Externally paced skill example
Rugby tackle Marking in netball Passing a football
73
Basic skills
Few decisions and little concentration needed Few decisions affect the success of the movement
74
Basic skills example
Walking Jogging A forward roll
75
Complex skill
Complex decision making Decisions made to be successful High level of coordination
76
Complex skill example
High jump - requiring coordinated running in an accurate bend, correctly timed jump, effective body position to clear the bar Double back somersault
77
Gross skill
Uses large muscle groups to perform big, strong, powerful movements
78
Gross skill example
Rugby tackle
79
Fine skill
Involving small precise movements , showing high levels of accuracy and coordination - small muscle groups
80
Fine skill example
Darts
81
Why do we set goals and targets in sport?
To improve skill level To motivate us Gives us targets to aspire to achieve
82
Outcome goal
Linked to an end result
83
Outcome goal example
Winning a competition
84
Performance goal
Personal standards to be achieved. No comparison with other performers
85
Performance goals example
To swim a new personal best
86
Performance goals - beginner or elite
Beginner - failure can demotivate as winning is unlikely | Important for beginners to focus on their performance only
87
Outcome goal - beginner or elite
Elite may prefer outcome - often winning will motivate them further or they are more likely to be able to persist if they do fail
88
SMART goals
``` SPECIFIC MEASURABLE ACCEPTED REALISTIC TIME BOUND ```
89
SPECIFIC GOALS
Targets must be to the point and exact
90
Measurable Goals
Can it be measure and compared to other scores
91
Accepted Goals
The target must be agreed by the performer or the coach
92
Realistic Goals
Matched to the performers skill level
93
Time Bound Goals
Set for a particular time to be completed
94
Information processing
The process that a performer goes through when they make decisions and act on those decisions.
95
Input - information processing
Performer takes in information from the environment via their senses. Selective Attention occurs
96
Selective Attention - information processing
The performer has lots of info that they receive so they have to choose and filter the most important. They need to discard irrelevant info.
97
Sports Example of Input in Information Processing
Batsman in cricket has to focus on relevant info such as body position, watching the bowlers approach and looking at the ball. They have to filter out irrelevant stimuli such as the crowd, teammates.
98
Decision Making
During decision making the performer selects an appropriate response from memory. If you obtain that info in your short term memory and are focused it will go into your long term memory.
99
Output - information processing
Once the decision has been made, info is sent to the muscles for the brain to carry out the response.
100
Output Example - information processing
Impulses are sent to the arms and hand to perform the appropriate muscular movements for a catch to take place.
101
Feedback- information Processing
Following the output, feedback is received from the performer themselves and from others regarding the success of the action
102
Feedback Example- information processing
After a good catch you can feel the ball in your hand (intrinsic). Your team and the crowd may cheer and encourage you (extrinsic)