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3. Topics
Skill & A bility
Motivation & A r ousal
Infor mation Pr ocessing
Lear ning Theor ies
Memor y Reinfor cement
Reaction Time Phases of Lear ning
Feedback Pr actice
Motor Pr ogr ammes & Schema Guidance
Loop Contr ol Tr ansfer
4. Skill & A bility
Skill – characteristics
The le a rne d a bility to bring a bo ut p re -d e te rm ine d re s ults with m a x im um c e rta inty o fte n with th
Skill Classifications
A bility – characteristics
Gr oss Motor
Psychomotor
6. Characteristics explained!
Aesthetic - Graceful gymnastics routine
Fluent - Movements ease into each
other
Technical Model - Resembles a technique
Goal Directed - Understanding what
needs to be done!
Learnt - Tennis player is taught a
serve & practices
Consistent - Performance is
repeated with regularity
Controlled - Performance is under
control of performer
7. Skill Classifications
Open / Closed /
High / Low Organisation /
Continuity Continuum / /
Gross / Fine /
Pacing Continuum /
8. Environmental Factors
Open Closed
Skill is affected by Skill is not affected
the environment by the environment
(weather/opposition Skill is self paced
) Skill is habitual
Skill is externally Fixed Practice
paced method
Performer is
reactive
9. Organisation Classification
High Low
Closely linked Subroutines can be
subroutines separated
Not easily broken Skill is easily broken
down down into parts
Practiced as a whole
Examples Examples
Cartwheel Running Swimming Triple Jump
10. Continuity Continuum
Discr ete Ser ial Continuous
Obvious Discrete No clear
start and elements beginning or
end to the linked end to the
movement together skill
Example
Diving Example Example
Tr iple Jump Cycling
11. Muscles Used
Gr oss Fine
Large muscle Small muscle
groups used. groups used.
Large movements Small/fine
Examples movements
Running Examples
Kicking Pistol shooting
Darts
12. Pacing Continuum
Exter nal Self
Action is controlled Action is controlled
by external factors. by performer
Performer is not in Performer is in
control of the rate control of the rate
of the action of the action
Often open skills Often closed skills
Examples Examples
Tackle Rafting Tennis Serve
Golf shot
13. Characteristics of A bility
Ability is………
Genetic
Comes from our parents
Stable
We don’t lose it!
Foundation for skill
Base for learning skills
14. Psychomotor A bility
Psycho - Processing
information
Motor - Movement
Therefore ; processing information
then moving.
Eg – a fielder in cricket throwing the ball
at the stumps.
P – Where am I in relation to the stumps?
M – Throwing the ball at the stumps!
15. Gross Motor A bility
Movement using large muscle groups.
Types include;
Speed
Strength
Stamina
Balance
Flexibility
Co-ordination
17. Basic Model
BASIC MODEL
I N PU T
D ECI SI O N
FEED BACK
M AKI N G
O U TPU T
18. Schmidt’s Model
•STIMULUS STIM ULUS
-
this is the input from the ( in p u t )
environment /
surroundings STIM ULUS
ID EN TIFICATIO N
•STIMULUS IDENTIFICA TION
refers to the reception and RESPO N SE REACTIO N
TIM E
interpretation of sensory SELECTIO N
information
•RESPONSE SELECTION RESPO N SE
PRO GRAM M IN G
is responsible for decision
making
M OVEM EN T
•RESPONSE PROGRA MMING (o utpu t)
concerned with the
sending of movement
information via the nerves
19. Welfor d’s Model
DISPLA Y
refers to the range of actions and
things that are happening in the
D ISPLAY
surrounding environment of the
performer
STI M ULI SEN SO RY IN FO RM ATIO N PERCEPTUA L MECHA NISM
the part of the brain which
PER CEPTU AL M ECH AN ISM perceives the surroundings
DECISION MECHA NISM
IN TRIN SIC FEED BACK the part of the brain which makes
D ECISIO N M ECH AN ISM decisions
EFFECTOR MECHA NISM
M USCU LAR SYSTEM EFFECTO R M ECH AN I SM the part of the brain which carries
out the decisions and sends
messages to the limbs and parts
RESPON SE
of the body which act out the
relevant skill
M OVEM EN T INTRINSIC FEEDBA CK
(o u tp u t)
feedback as to what actually
happens to the body via the
proprioceptors which inform the
brain about balance, muscle
tensions, limb positions and
angles
EX TRINSIC FEEDBA CK
20. Whiting’s Model
RECEPTOR SY STEMS
•r efer s to the sense or gans which r eceive
information
PERCEPTUA L MECHA NISM
•the par t of the brain which per ceives the
sur r oundings and gives them meaning
TRA NSLA TORY MECHA NISM
•the par t of the brain which makes decisions
and sorts out and pr ocesses the few r elevant
bits of information
fr om the many inputs fr om the surr oundings
EFFECTOR MECHA NISM
•the par t of the brain which car r ies out the
decisions and sends messages to the limbs and
par ts of the body via the nervous system
21. Key Terms
Display – The physical environment in which the person is
performing. (eg – display would be team-mates, where are the
opposition, the ball, the pitch etc etc)
Per ceptual mechanisms – Interpretation of the information
received by the senses.
Effector Mechanisms – Motor programmes or schemas are
selected and developed. (what and how am I going to do it!)
Muscular System – Muscles receive relevant motor
programme or plan of action and a movement is initiated.
Input – information received from the environment via the
sense organs – easier with a stronger stimulus (ie loud, bright,
unusual)
Visual (see), A uditor y (hear), Pr opr ioception (how our body is
orientated and the extent to which muscles are contracted or
joints extended)
3 par ts to Pr opr ioception
Touch (feel – pain, temperature, pressure)
Equilibrium (sense that tells the brain when your body is
balanced and when it is tipping, turning or inverting)
22. Memory
Shor t Ter m Selective Shor t Ter m Long Ter m
Sensor y A ttention Memor y Memor y
Stor e (STM) (LTM)
Info from STM
is encoded to
LTM
Motor Plan Info from LTM
is retrieved by
recall, imagery
and recognition.
23. Shor t Term Sensor y Store
Gets all the information from the
display (environment)
Almost limitless
Retains information for 0.5-1 second
Moves onto Selective attention part of
the process.
24. Selective A ttention
The filtering system of the process.
Decides on the relevant from the
irrelevant
Relevant information passes into the
Short Term Memory
Irrelevant is discarded.
This prevents the STM from being
overloaded.
25. Shor t Term Memory
Holds between 7(+-2) pieces of
information
For 30 seconds
Motor plan is initiated by one decision
Capacity is increased by “chunking”
information together
26. Long Term Memor y
Almost limitless
Information is encoded from STM
Information is retrieved from LTM to
STM in order to initiate movement.
27. Retention strategies for LTM
Practice, Overlearning, Repetition
Link information to that already stored/relate to
past experiences
Make information meaningful/relevant
Experience is enjoyable/novel/interesting
Use of visual imagery/mental rehearsal
Reward and reinforce success
Chunk/group information together
Intensify the stimulus
Make information unique/unusual
28. Reaction Time
Reaction/Movement/Response Time
Hicks Law
Factors affecting RT
PRP
Anticipation
29. Definitions
Reaction Time
Simple (one stimulus/one response)
Choice (one or more stimulus/more responses)
Movement Time (time from start of movement to its
completion)
Response Time = Reaction Time + Movement Time
RUN!!!
Reaction Time : Movement Time………………….
--------------------------RESPONSE
31. Factors affecting RT
Age
RT deteriorates with time
Sex
males are generally faster than females
Predictability of stimulus
Anticipation
correct anticipation decreases RT and incorrect increases
RT.
Intensity of stimulus
Psychological Refractory Period
presentation of a 2nd stimulus to react to.How can
Experience coaches
improve
response
32. Improving Response time
Practice eg practicing sprint starts
Mental Attending to the correct cues
Rehearsal Similar to practice – awareness of a
Experience stimulus occurring
S-R Normal responses to a stimulus will
compatibility decrease RT
Warm Up Preparation of body for activity
Arousal Optimum level of arousal
Levels Focussing on the relevant information
Selective available
attention Improving it!
Fitness Analysing opponents behaviour and
Cue detection anticipating future events
33. Psychological Refractory
Period
Or……………..
S1 – Ronaldo taking a free kick
R1 – Petr Cech moving to his left to save it
S2 – Ball deflects off the wall to the right
R2 – Cech trying to go right to save it.
34. PRP continued
Psychological Refractory Period or PRP is the
delay caused because of an increase in
processing time when the first stimulus is
closely followed by a second stimulus e.g. an
attacker pretends to go one way by dropping
their shoulder (first stimulus) then pushes off on
the other leg (second stimulus) and goes in a
different direction.
This explains why a "dummy" or "fake" is so
successful.
The time delay this causes is the Psychological
refractory period. The time it takes you to
change your mind.
35. A nticipation
This is the ability to predict future events from early
signals or past experience.
It relies on experience to recognise stimuli and cues
that allow the performer to process information
before an event occurs e.g. an experienced
batsman would watch the bowlers hand and arm
action to guess the type of delivery. A novice would
watch the ball bounce before deciding which shot to
play.
Benefits of anticipation - reduces your reaction time,
leaving you in greater control.
Costs of anticipation - if you are wrong in your
anticipation, you have to cancel the first response
and reprocess. This increases your reach in time.
How to prevent someone anticipating your action:
- be unpredictable
37. Intrinsic
Comes from within.
The “feel” of the movement
Eg balancing during a headstand
Via proprioceptors and Kinaesthesis
Mainly used in Autonomous phase of
learning
Difficult for Cognitive stage of learning
people – novices.
38. Extrinsic
From external sources –
coaches/teachers etc
Very important for beginners as they
have not got the experiences to use
intrinsic feedback
39. Functions
To ....................... reinforce correct
actions
To ....................... correct faults
To ....................... strengthen S-R
bond
To ....................... prevent bad habits
To ....................... increase confidence
41. Motor Programmes
Are a set of movements that are stored
in long term memory.
They contain subroutines
The plan is updated after the skill is
performed
Practical example of a tennis serve
43. Schema Theory
Used to explain how we can “pick up”
new skills that have never been
attempted before.
A general schema is developed and
modifies for different scenarios.
Eg – A schema for throwing. Allows for
javelin throwing, darts, bowling,
throwing etc.
44. Schema cntd
4 Par ameter s to the schema theor y (explained using a football
pass)
Initial Conditions – What are the conditions I am in?
What is the weather conditions like?
Where are the opposition? Recal
Where are my team-mates?
l
Response Specifications – What am I going to have to do?
Which direction am I going to pass the ball?
Sche
How hard am I going to pass?
What height is the ball going to go? ma
Sensor y Consequences – What did it feel like?
How did the pass “feel” (Kinaesthesis)
Recognit
Was it off the “sweet spot” of the foot? ion
Was it not connected with properly?
Movement Outcomes – Was it successful? Schema
Did the pass reach my team-mate?
Was it intercepted?
Did the pass allow us to attack?
46. Open Loop Control
Performer receives feedback but it
does not affect the skill until after the
movement has finished
This is because the skill is too
fast/ballistic
Eg – a golf swing.
More likely with closed skills
Level 1 control
47. Closed Loop Control
This is where feedback can be used to alter
the skill dur ing the performance
Eg balancing on a beam – information is being
received and the body can adapt based on that
information.
Changes that happen are from the
effector mechanism
Comparison between current performance
and memory trace
Level 2 control - subconscious
48. Motivation/A rousal
Intrinsic Drive Theory
Extrinsic Inverted U Theory
Drive Reduction Theory
49. Intrinsic
Intrinsic motivation comes from within
Performing for its own sake
The enjoyment and self achievement
of an activity
Intangible rewards
50. Extrinsic
This type of motivation comes from an
outside source
Eg trophies, money, awards
Extremely useful for those in the
cognitive stage of learning.
Needs to be kept in check so it does
not undermine intrinsic motivation
51. Drive Theor y
As arousal increases so does
performance. Novice –
performance will
suffer because
dominant habit is
incorrect
Skilled –
performance will
be enhanced
because dominant
habit is correct
52. Inver ted U Theory
As arousal increases so does performance.
up to an optimum point (zone of optimum
arousal)
Before that performance decreases due to
under arosual
53. Drive Reduction Theory
Shows how new tasks or goals are
used to re-motivate the performer
Firstly there must be a dr ive to lear n
Then the skill is pr acticed
Dr ive is r educed when skill is learnt
Too much pr actice leads to bor edom
A new task/goal must be introduced to
recreate a…
55. S-R Bonds
S-R bonds.
S = stimulus
R = response
A S-R bond is the link between a
stimulus and a response.
Example
S = A starters gun in athletics
R = GO!!!!
56. Thorndike's Laws
Law of exercise
PRA CTICE.
The more a skill is practiced the stronger the S-R
bond.
A performer practices the tennis serve.
Law of Effect
SA TISFIER/INHIBITOR
If the performance receives a satisfier (praise for
example) it strengthens the S-R bond. (a rugby player
sees the kick going over)
If the performance receives an inhibitor (criticism for
example) it weakens the S-R bond. (a golfer misses
the green)
Law if Readiness
PHYSICA LLY/MENTA LLY CA PA BLE
Performer needs to be physically able to lift weights!
Performer must be mentally capable to process the
57. Operant conditioning
The process of shaping behaviour
Done by performer using trial and error
Done by the coach manipulating the
environment
(eg – you can only hit it to the back of the
court)
Praise helps learning
58. Cognitive Theories
Intervening Variables
Mental processes occurring between receiving
the stimulus and the response
Insight learning
Using memory to solve a problem
Perception
Interpreting the information on offer
Past experiences
Past schema’s or motor programmes can be
used in the situation
Whole learning
The skill is best seen as a whole and not in parts
59. Social Learning Theory
Attention
Amount of notice given to the demonstration
The higher the status of the model, the more
notice given
Retention
A mental picture of the demo needs to be
created in order for the performer to remember
the skill
Easier if the demo is novel/relevant/meaningful
Reproduction
Learner must be physically capable to perform
the skill following the demo
Demo’s must link to the competence levels of
the performers
61. Positive
Any action or reward to increases the
chance of the behaviour r eoccur r ing.
Eg
Giving some extrinsic reward when a long
badminton serve is correct.
62. Negative
Used to ensure that undesirable
responses are not repeated
Not to be done with beginners, will de
motivate.
Performers in the autonomous stage of
learning would be more suited to
accept criticism
63. Phases of lear ning
Cognitive
Associative
Autonomous
64. Cognitive
First stage of learning where many mistakes
occur
Trial and error
Movement pattern maybe very jerky and
lacking fluency
The performer has to think about the skill
Beginners need accurate demo’s
Mental Rehearsal occurs from the demo
Performers needs extrinsic feedback as they
do not know the skill.
Performer requires positive feedback
65. A ssociative
Practicing is important at this stage
Smoother actions, less mistakes than
Cognitive stage
Kinaesthetic feedback can be used,
but extrinsic feedback is still important
The performer has to think less about
the action and motor programmes
formed
66. A utonomous
Movement is fluent/efficient - can be
performed automatically
Performer can now focus on
tactics/strategies
Performer can refer back to previous
stage if needed
Expert can use intrinsic feedback and
knowledge of performance
67. Practice
Massed Whole
Distributed Whole/Part/Whole
Varied Progressive Part
68. Massed
Practice sessions with no breaks
Repeated attempts at a skill, grooving
of a skill
More physical work is possible in one
session
Good for developing Kinaesthesis
Allows the learner to experience the
flow of the skill
69. Distributed
Practice sessions with breaks involved
Good for beginners or less
experienced performers. Or if the task
is dangerous/complex/physically
demanding
Mental rehearsal can take place in the
breaks
Allows sessions to be increasingly
demanding
70. Varied
Good to experience a wide range of
experience
Helps build up schema
Good for open skills
71. Whole learning
Teaching a skill as a whole, not in parts
[Cognitive theory of learning]
Benefits of teaching the skill as a whole
Insight of whole skill gained/overview
Kinaesthetic feel for skill
Skill more fluent/can't be broken down
Takes less time
Transfer to full/game situation easier
72. Whole/Part/Whole
whole par t whole method
A BCD --> A --> B --> C --> D -->
A BCD
Skill is tried as a whole, then the bits
are practiced
Then put together again for the whole
skill
73. Progressive Part
Teach first subroutine - eg run up in
triple jump [A]
Teach second – take off [B]
Third subroutine – landing; and add it
to the first [C]
Teach final skill as a whole – [A]-[B]-
[AB]-[C]-[ABC]
Subroutines are chained
74. Guidance
Visual - demonstration (teacher/pupil/video etc)
Very important in COGNITIVE STAGE
demos must be accurate as modelling occurs
Verbal - often accompanies visual guidance
used with more component performers
not too much – overload of information
Can be used to condition a response
Manual - Use of physical support
Useful for giving confidence
Useful for safety reasons
eg – supporting a gymnast
Mechanical - Using a mechanical aid
Gives confidence and safety
eg – stabilisers of a bike
Gives an idea of kinaesthetic sense of movement
not to be overdone – performer may become reliant
75. Transfer of Learning
Types 1
Types 2
Why negative transfer occurs
How can positive transfer occur?
76. Learning transfer
The influence of one skill on another .
Positive
Where one skill helps the learning of
another skill [over arm throw –
badminton clear]
Negative
Where one skill hinders the learning of
another skill [badminton wrist action –
tennis wrist]
Zero
Where the two skills have no interrelation
77. Transfer of Learning cntd
Bilateral
Transferring from one limb to another
[using weaker foot for
kicking a football from preferred foot]
Proactive
The influence of a skill already learnt for
one in the future [tennis forehand – tennis
forehand topspin]
Retroactive
The influence of a skill being learnt on
one already done [hockey flick –
to lifting a hockey push pass]
78. Why may negative transfer
occur?
1) The performer doesn’t understand
the task requirements
2) First skill isn't learnt very well
3) Lack of motivation
4) Familiar stimulus is followed by an
unfamiliar response S-R Bond.
5) Coach doesn’t draw attention to the
differences!
79. How can a teacher ensure
positive tr ansfer?
Emphasise the transferable elements
Environmental conditions need to be similar
Tactics/Strategies/Information processing
elements need to be similar
Similar skills
Previous skills need to be well learned
The more similar S-R characteristics the
greater chance of transfer
Positive previous experiences/positive
values assist transfer
Reinforcement/Positive feedback/praise