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Move to Improve –
Combat Juggling
Achievement Standard: 91328
Credits 5
Movements at Joints
Throwing for distance and accuracy
Flexion
 Refers to movement where the angle between two bones
decreases.
 Flexion is commonly known as bending.
 Example: Bicep Curl
Extension
 Refers to movement where the angle between two bones
increases.
 Extension is otherwise known as straightening.
 Example: Tricep Extension
Adduction
 Is movement of a body segment toward the midline of
the body.
 Example: bringing legs together in a star jump
Abduction
 Is movement of a body segment away from the midline
of the body.
 Example: moving legs/arms away in star jump
Circumduction
 This is a movement where the joint is the pivot and the
body segment moves in a combination of flexion,
extension, adduction and abduction
 Example: Butterfly in swimming
Rotation
 Refers to a pivoting or ‘twisting’ movement. Rotation is
broken down further into medial and lateral rotation.
Example: Head rotating on
vertebrae
Supination
Pronation
 Movement so the palm of the hand faces down
Example: Wrist pronation – rotating
hand from a supinated to a
pronated position
Inversion
 Is the movement of the foot to bring the sole of the foot
to face inward.
Eversion
 Is the movement of the foot to bring the sole of the foot
to face outward.
Dorsiflexion
 Is moving the top of the foot toward the shin or ‘raising’
the toes.
Plantarflexion
 Is moving the top of the foot away from the shin or
‘pointing’ the toes.
Types of Joints
 Gliding - Carpals
 Hinge - knee
 Pivot – atlas and axis of neck
 Condyloid/Ellipsoid – carpal and radius
 Saddle – metacarpal of thumb
 Ball & Socket – shoulder & hip
BIOMECHANICAL PRINCIPLES
Throwing for distance and accuracy
Inertia
An object as rests tends to remain
at rest unless acted upon by some
external force
An object’s resistance to movement
Momentum
An object that is moving will
continue to move in the direction
the force was applied until another
force is applied
Stability
The ability to hold or maintain a
position in space
Balance
An ability to maintain the line of
gravity of a body within the base of
support
Centre of Mass/Gravity
The point in the body at which all
parts of the body are in balance OR
at which gravity is centred
Force
Force is defined as a PUSH or a Pull
Kicking a ball, leg applies force to
the ball
Force Summation/Kinetic Linking
The production of large forces by
the body is dependent upon using
each joint in the correct order, and
using each joint at its most
appropriate time.
Levers
A rigid structure, hinged at some
part and to which forces are applied
at two other points
3 Parts: Force, Load, Pivot
Projectile Motion
A projectile is any object released
into the air. Once an object is in the
air its flight path is governed by
factors prior to its release.
Speed, Height, Angle of Release
Basic Performance Appraisal
Where do I ‘stack up’ compared to
where I should be?
Phases of Learning
Cognitive or Understanding Phase
Performances are inconsistent and
success is not guaranteed.
Process of trial and error with a
success rate of 2-3 out of 10
attempts.
Needs of Cognitive Phase:
Requires all of your attention and
rely on the external cues –
teacher/coach
Correct performances must be
reinforced through external
feedback.
Phases of Learning: Associative
Performances more consistent as
motor programmes are being
formed.
Start to get a sense of internal
'kinesthetic' feedback.
Success rate 5-7 out of 10.
Needs of Associative Phase
Simpler parts of the skill look fluent
and are well learned, however, the
more complex elements require a
lot of attention.
Begin to detect and correct own
errors
Phases of Learning: Autonomous
Performances have become
consistent, fluid and aesthetically
pleasing.
The motor programmes involved are
well learned and stored in the long-
term memory.
Needs of Autonomous
Attention can be focused on
opponents and tactics.
Retaining the new skill must be
constantly practiced to reinforce the
motor programmes.
Success is now 9 out of 10.
Skill Learning
Throwing for distance and accuracy
Skill Classification: Fine
Involves small muscle groups,
intricate precise movements.
High level of hand-eye co-ordination
Darts, Snooker
Skill Classification: Gross
Involves large muscle groups and/or
the whole body
Shot Put, Swimming
Skill Classification: Open
The timing depends on external
forces
Skills are perceptual and externally
paced
Football pass
Skill Classification: Closed
Skills take place in a stable,
predictable environment.
Skills are not affected by the
environment
Movements follow set patterns
Free throw in Basketball
Skill Classification: Discrete
Single, specific skills that are well
defined actions with clear beginning
and end
Hockey penalty flick
Skill Classification: Continuous
No obvious beginning or end
Skill is repeated like a cycle
Running, Swimming
Skill Classification: Serial
A group of discrete skills strung
together to make a new and
complex movement.
The sequence of skills for the
triple jump.
Types of Practice:
Mass
the skill is practiced until learnt
without taking a break.
Mass Practice
 Risks: If individual has
a low level of fitness
and motivation
performance will suffer
 Benefits: best for
simple skills. A rally in
badminton where the
learner must
repeatedly perform
drop shots. This
causes fatigue and
therefore simulates
the late stages of a
game
Distributed
practice is interspersed with breaks
that can either be rest or another
skill.
Distributed Practice
 Risks: boredom for
individuals with a
high level of
fitness and highly
motivated.
 Benefits: allows
for rest and
mental rehearsal.
This is best used
in difficult,
dangerous or
fatiguing skills and
with young or
lowly motivated
individuals
Whole
When the skill is taught in its
entirety; the whole movement.
Whole Practice
 Risks:
 Unsuitable for
people with low
attention spans,
complex or
dangerous skills
 Benefits:
 Good for simple
skills that cannot
be broken down
into parts
Part
When skills are broken down into its
associated parts or sub routines
E.g. volleyball serve – ball toss,
stance, weight transfer, arm swing
(contact and follow through).
Part Practice
 Risks:
 transfer of the
skills from part to
whole may not be
effective and it
may also reduce
the kinesthetic
awareness (feel)
for the whole skill.
 Benefits:
 Can learn
each key
element and
focus on an
individual
component as
part of
training
Drills
 Learning a skill through repetition
Drills
 Risks:
 Not game like, or
specific to sport
 Benefits:
 No external
variables
Problem Solving
Learning through investigation
Problem Solving
 Risks:
 Skills best suited toward
Open skills so Closed
skills cannot be practiced
 Benefits:
 Creative solutions are
required to perform
Mental
Performing the skill in your mind
without physical movement
Mental Practice
 Risks
 Can over think
things
 You need to take a
break in physical
practice to
perform mental
tasks.
 Benefits
 Good in the
resting phase of
distributed
practice
Physical
What we are familiar with. The skill
is performed by active/physical
movement.
Physical Practice
 Risks
 Fatigue, boredom
 Benefits
 Actively perform
the skill
Factors effecting learning
 Age – state of readiness
 Gender – Differences in physique, interests and
motivation
 Ability – different levels of co-ordination, balance, speed
and other skill-related fitness components that may
contribute to faster learning
 Attitude – Positive/Negative Self Talk
 Learning Needs – Confidence: Mental State, Skill Level
and Prior Knowledge
 Time – time management, lack of time
 Learning Environment - distractions, motivation,
positive, encouraging
Sport Psychology
Throwing for distance and accuracy
Self-talk
 Thoughts and words athletes and
performers say to themselves
 Self-talk phrases (or cues) are used to
direct attention towards a particular thing
in order to improve focus or are used
alongside other techniques to facilitate
their effectiveness
Visualisation
 Visualization is the process of creating a
mental image or intention of what you
want to happen or feel
Mental Rehearsal
 Involves the athlete imagining themselves
in an environment performing a specific
activity using all of their senses (sight,
hear, feel and smell).
 The images should have the athlete
performing successfully and feeling
satisfied with their performance.
Routines
 Helps you organise a consistent and
systematic psych-up period before a race
or game, without becoming psyched-out.
Arousal Control
 Arousal is a measure of how excited or ‘hyped up’
you are to perform a skill or task.
 Optimal Arousal – Ability to control your arousal
levels, stress levels, and your emotions during
your performance of sport/skill.
 Under Aroused – bored, not motivated, tired,
lethargic
 Over Aroused – Nervous, anxious, worried, scared,
frustrated
Goal Setting
 Gives direction - you can see success as
you achieve your goals which:
 Focuses attention
 Maintains and enhances motivation.
 Increases confidence
Confidence
 How strongly you believe in your ability to
achieve your goals.
Concentration
 Your ability to maintain and completely
focus attention for a period of time.

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12 Sports Science - Combat Juggling

  • 1. Move to Improve – Combat Juggling Achievement Standard: 91328 Credits 5
  • 2. Movements at Joints Throwing for distance and accuracy
  • 3. Flexion  Refers to movement where the angle between two bones decreases.  Flexion is commonly known as bending.  Example: Bicep Curl
  • 4. Extension  Refers to movement where the angle between two bones increases.  Extension is otherwise known as straightening.  Example: Tricep Extension
  • 5. Adduction  Is movement of a body segment toward the midline of the body.  Example: bringing legs together in a star jump
  • 6. Abduction  Is movement of a body segment away from the midline of the body.  Example: moving legs/arms away in star jump
  • 7. Circumduction  This is a movement where the joint is the pivot and the body segment moves in a combination of flexion, extension, adduction and abduction  Example: Butterfly in swimming
  • 8. Rotation  Refers to a pivoting or ‘twisting’ movement. Rotation is broken down further into medial and lateral rotation. Example: Head rotating on vertebrae
  • 10. Pronation  Movement so the palm of the hand faces down Example: Wrist pronation – rotating hand from a supinated to a pronated position
  • 11. Inversion  Is the movement of the foot to bring the sole of the foot to face inward.
  • 12. Eversion  Is the movement of the foot to bring the sole of the foot to face outward.
  • 13. Dorsiflexion  Is moving the top of the foot toward the shin or ‘raising’ the toes.
  • 14. Plantarflexion  Is moving the top of the foot away from the shin or ‘pointing’ the toes.
  • 15. Types of Joints  Gliding - Carpals  Hinge - knee  Pivot – atlas and axis of neck  Condyloid/Ellipsoid – carpal and radius  Saddle – metacarpal of thumb  Ball & Socket – shoulder & hip
  • 16. BIOMECHANICAL PRINCIPLES Throwing for distance and accuracy
  • 17. Inertia An object as rests tends to remain at rest unless acted upon by some external force An object’s resistance to movement
  • 18. Momentum An object that is moving will continue to move in the direction the force was applied until another force is applied
  • 19. Stability The ability to hold or maintain a position in space
  • 20. Balance An ability to maintain the line of gravity of a body within the base of support
  • 21. Centre of Mass/Gravity The point in the body at which all parts of the body are in balance OR at which gravity is centred
  • 22. Force Force is defined as a PUSH or a Pull Kicking a ball, leg applies force to the ball
  • 23. Force Summation/Kinetic Linking The production of large forces by the body is dependent upon using each joint in the correct order, and using each joint at its most appropriate time.
  • 24. Levers A rigid structure, hinged at some part and to which forces are applied at two other points 3 Parts: Force, Load, Pivot
  • 25. Projectile Motion A projectile is any object released into the air. Once an object is in the air its flight path is governed by factors prior to its release. Speed, Height, Angle of Release
  • 26. Basic Performance Appraisal Where do I ‘stack up’ compared to where I should be?
  • 28. Cognitive or Understanding Phase Performances are inconsistent and success is not guaranteed. Process of trial and error with a success rate of 2-3 out of 10 attempts.
  • 29. Needs of Cognitive Phase: Requires all of your attention and rely on the external cues – teacher/coach Correct performances must be reinforced through external feedback.
  • 30. Phases of Learning: Associative Performances more consistent as motor programmes are being formed. Start to get a sense of internal 'kinesthetic' feedback. Success rate 5-7 out of 10.
  • 31. Needs of Associative Phase Simpler parts of the skill look fluent and are well learned, however, the more complex elements require a lot of attention. Begin to detect and correct own errors
  • 32. Phases of Learning: Autonomous Performances have become consistent, fluid and aesthetically pleasing. The motor programmes involved are well learned and stored in the long- term memory.
  • 33. Needs of Autonomous Attention can be focused on opponents and tactics. Retaining the new skill must be constantly practiced to reinforce the motor programmes. Success is now 9 out of 10.
  • 34. Skill Learning Throwing for distance and accuracy
  • 35. Skill Classification: Fine Involves small muscle groups, intricate precise movements. High level of hand-eye co-ordination Darts, Snooker
  • 36. Skill Classification: Gross Involves large muscle groups and/or the whole body Shot Put, Swimming
  • 37. Skill Classification: Open The timing depends on external forces Skills are perceptual and externally paced Football pass
  • 38. Skill Classification: Closed Skills take place in a stable, predictable environment. Skills are not affected by the environment Movements follow set patterns Free throw in Basketball
  • 39. Skill Classification: Discrete Single, specific skills that are well defined actions with clear beginning and end Hockey penalty flick
  • 40. Skill Classification: Continuous No obvious beginning or end Skill is repeated like a cycle Running, Swimming
  • 41. Skill Classification: Serial A group of discrete skills strung together to make a new and complex movement. The sequence of skills for the triple jump.
  • 43. Mass the skill is practiced until learnt without taking a break.
  • 44. Mass Practice  Risks: If individual has a low level of fitness and motivation performance will suffer  Benefits: best for simple skills. A rally in badminton where the learner must repeatedly perform drop shots. This causes fatigue and therefore simulates the late stages of a game
  • 45. Distributed practice is interspersed with breaks that can either be rest or another skill.
  • 46. Distributed Practice  Risks: boredom for individuals with a high level of fitness and highly motivated.  Benefits: allows for rest and mental rehearsal. This is best used in difficult, dangerous or fatiguing skills and with young or lowly motivated individuals
  • 47. Whole When the skill is taught in its entirety; the whole movement.
  • 48. Whole Practice  Risks:  Unsuitable for people with low attention spans, complex or dangerous skills  Benefits:  Good for simple skills that cannot be broken down into parts
  • 49. Part When skills are broken down into its associated parts or sub routines E.g. volleyball serve – ball toss, stance, weight transfer, arm swing (contact and follow through).
  • 50. Part Practice  Risks:  transfer of the skills from part to whole may not be effective and it may also reduce the kinesthetic awareness (feel) for the whole skill.  Benefits:  Can learn each key element and focus on an individual component as part of training
  • 51. Drills  Learning a skill through repetition
  • 52. Drills  Risks:  Not game like, or specific to sport  Benefits:  No external variables
  • 54. Problem Solving  Risks:  Skills best suited toward Open skills so Closed skills cannot be practiced  Benefits:  Creative solutions are required to perform
  • 55. Mental Performing the skill in your mind without physical movement
  • 56. Mental Practice  Risks  Can over think things  You need to take a break in physical practice to perform mental tasks.  Benefits  Good in the resting phase of distributed practice
  • 57. Physical What we are familiar with. The skill is performed by active/physical movement.
  • 58. Physical Practice  Risks  Fatigue, boredom  Benefits  Actively perform the skill
  • 59. Factors effecting learning  Age – state of readiness  Gender – Differences in physique, interests and motivation  Ability – different levels of co-ordination, balance, speed and other skill-related fitness components that may contribute to faster learning  Attitude – Positive/Negative Self Talk  Learning Needs – Confidence: Mental State, Skill Level and Prior Knowledge  Time – time management, lack of time  Learning Environment - distractions, motivation, positive, encouraging
  • 60. Sport Psychology Throwing for distance and accuracy
  • 61. Self-talk  Thoughts and words athletes and performers say to themselves  Self-talk phrases (or cues) are used to direct attention towards a particular thing in order to improve focus or are used alongside other techniques to facilitate their effectiveness
  • 62. Visualisation  Visualization is the process of creating a mental image or intention of what you want to happen or feel
  • 63. Mental Rehearsal  Involves the athlete imagining themselves in an environment performing a specific activity using all of their senses (sight, hear, feel and smell).  The images should have the athlete performing successfully and feeling satisfied with their performance.
  • 64. Routines  Helps you organise a consistent and systematic psych-up period before a race or game, without becoming psyched-out.
  • 65. Arousal Control  Arousal is a measure of how excited or ‘hyped up’ you are to perform a skill or task.  Optimal Arousal – Ability to control your arousal levels, stress levels, and your emotions during your performance of sport/skill.  Under Aroused – bored, not motivated, tired, lethargic  Over Aroused – Nervous, anxious, worried, scared, frustrated
  • 66. Goal Setting  Gives direction - you can see success as you achieve your goals which:  Focuses attention  Maintains and enhances motivation.  Increases confidence
  • 67. Confidence  How strongly you believe in your ability to achieve your goals.
  • 68. Concentration  Your ability to maintain and completely focus attention for a period of time.