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Skill A cquisition


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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
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
Skilful Characteristics

Learnt              Goal Directed
     Aesthetic



                  SKILL
Co-ordinated
  Technical
                                    model

Controlled       Consistent
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
Skill Classifications

   Open / Closed             /

   High / Low Organisation       /

   Continuity Continuum              /   /

   Gross / Fine                  /

   Pacing Continuum              /
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
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
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
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
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
Characteristics of A bility
   Ability is………
       Genetic
             Comes from our parents


       Stable
             We don’t lose it!


       Foundation for skill
             Base for learning skills
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!
Gross Motor A bility
   Movement using large muscle groups.
   Types include;
       Speed
       Strength
       Stamina
       Balance
       Flexibility
       Co-ordination
Information Pr ocessing
   Basic

   Schmidt’s Model

   Welford's Model

   Whiting’s Model

   Key Terms
Basic Model
   BASIC MODEL


                 I N PU T




            D ECI SI O N
                            FEED BACK
             M AKI N G




             O U TPU T
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
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
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
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)

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.
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.
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.
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
Long Term Memor y
   Almost limitless
   Information is encoded from STM
   Information is retrieved from LTM to
    STM in order to initiate movement.
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
Reaction Time
   Reaction/Movement/Response Time

   Hicks Law

   Factors affecting RT

   PRP

   Anticipation
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
Hicks Law


Choice
Reactio
n Time




A s the number of stimuli incr eases so does RT.
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
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
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.
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.
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
Feedback
   Intrinsic

   Extrinsic

   Functions
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.
Extrinsic
   From external sources –
    coaches/teachers etc
   Very important for beginners as they
    have not got the experiences to use
    intrinsic feedback
Functions
   To ....................... reinforce correct
    actions
   To ....................... correct faults
   To ....................... strengthen S-R
    bond
   To ....................... prevent bad habits
   To ....................... increase confidence
Motor Programmes/Schema
   Motor Programmes

   Schema Theory
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
Motor Programme example

                        Tennis
                         Ser ve




                 Ball                                Follow
Gr ip   Stance                    Swing   Contact
                 Toss                               thr ough
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.
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?
Loop Control
   Open Loop

   Closed Loop
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
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

Motivation/A rousal
   Intrinsic      Drive Theory

   Extrinsic      Inverted U Theory

                   Drive Reduction Theory
Intrinsic
   Intrinsic motivation comes from within
   Performing for its own sake
   The enjoyment and self achievement
    of an activity
   Intangible rewards
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
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
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
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…
Learning Theor ies
   S-R bonds                 Cognitive theories

   Thorndike's Laws          Social Learning

   Operant Conditioning
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!!!!
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
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
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
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
Reinforcement
   Positive

   Negative
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.
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
Phases of lear ning
   Cognitive

   Associative

   Autonomous
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
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
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
Practice
   Massed           Whole

   Distributed      Whole/Part/Whole

   Varied           Progressive Part
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
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
Varied
   Good to experience a wide range of
    experience
   Helps build up schema
   Good for open skills
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
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
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
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
Transfer of Learning
   Types 1

   Types 2

   Why negative transfer occurs

   How can positive transfer occur?
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
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]
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!
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

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Skill acquisition

  • 1. Skill A cquisition A ll you need to know!
  • 2. Instr uctions Click a pictur e for that topic  Clicking on will take you to the topics page  Clicking on will take you back a slide  Clicking on will take you for war d a slide  Clicking on will take you back to the individual topics slide  Clicking on will take you to the questions  Clicking on will take you to the answer s  Clicking on will take you back to the content of that topic
  • 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
  • 5. Skilful Characteristics Learnt Goal Directed Aesthetic SKILL Co-ordinated Technical model Controlled Consistent
  • 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
  • 16. Information Pr ocessing  Basic  Schmidt’s Model  Welford's Model  Whiting’s Model  Key Terms
  • 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
  • 30. Hicks Law Choice Reactio n Time A s the number of stimuli incr eases so does RT.
  • 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
  • 36. Feedback  Intrinsic  Extrinsic  Functions
  • 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
  • 40. Motor Programmes/Schema  Motor Programmes  Schema Theory
  • 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
  • 42. Motor Programme example Tennis Ser ve Ball Follow Gr ip Stance Swing Contact Toss thr ough
  • 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?
  • 45. Loop Control  Open Loop  Closed Loop
  • 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…
  • 54. Learning Theor ies  S-R bonds  Cognitive theories  Thorndike's Laws  Social Learning  Operant Conditioning
  • 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
  • 60. Reinforcement  Positive  Negative
  • 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