IB SEHS Unit 5 - skill sport

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state and explain different methods of memory improvement

- Rehearsal - coding (converts stimuli) - brevity (quickly learned) - clarity (making stimuli clear) - chunking (smaller chunks) - Organization (info similar to LTM) - Association

Outline factors that determine response time

- age - level of fitness - level of training - number of decisions

Discuss the relationship between selective attention and memory

- athlete needs to be able to recall the information and techniques (via their LTMS) when in a game to perform at their maximum - athletes also need to be able to use their selective attention to only pay attention to the parts of the game that are important to them.

outline the command teaching style

- authoritarian - little consideration given to individual (learners treated in the same way) - Inhibits cognitive learning (thinking and questioning are discouraged by coach)

explain a whole-part-whole presentation

- coach introduces a skill (performer attempts full skill) - observed problems are worked on in sections - the performer does the whole skill once problems are resolved sporting example: - three point shot: - do shot - breakdown hand movements and height/angle of release - then use new skills to make the shot again

outline negative feedback

- concentrates on errors

outline the problem solving style

- encourages players to be creative and develop their individual cognitive and performance processes

outline concurrent feedback

- feedback is experienced when performer is doing the action (pole vaulting)

outline intrinsic feedback

- given to the performed without outside help (shooting a basketball)

outline extrinsic feedback

- given to us via an outside source (coaches or timer boards)

characteristics of a skill

- goal/outcome orientated - meets maximum certainty - meets with minimum outlay of energy - learned through practice

explain a part presentation

- individual skills are taught separately sporting example: - leg action in swimming - arm action in swimming - breathing action in swimming

describe the simple model of information processing

- input: the environment or a stimuli - decision making: the process of making decisions (CNS) - output: the action performed - feedback: information about reactions of an action

outline the learning curve: plateau effect

- learning is positive with a period of no improvement - can be due to lack of motivation or fatigue

proprioceptors

- located in limbs - provides information about joint angle, muscle length, muscle tension

outline positive feedback

- looks at what the performer did well

outline the different types of practice

- massed (little to no gaps in practice) - distributed (having interspersed with rest of different activity) - variable (demands on performance are altered) - mental (thinks about movement- no performance) - fixed (having an athlete perform a whole skill- practice motor program)

discuss the factors that contribute to the different rates if learning

- physical maturation (development) - physical fitness - age - difficulty of task - teaching environment - motivation

outline knowledge of performance

- post response info concerning the nature of the movement (

outline knowledge of results

- post response info concerning the outcome of the action (track runners and their time)

outline the learning curve: negatively accelerated curve

- quick learning at first - learning then slows down

outline the learning curve: positively accelerated curve

- skill is difficult to learn at first - slow progress, then quick improvement

explain a progressive part presentation

- skill is split up into separate parts and are practiced in isolation sporting example: - triple jump

outline the reciprocal teaching style

- taught by teacher but athletes have more responsibility to learn - includes peer-to-peer coaching

explain a whole presentation

- when coaches or teachers decide that the movement would be practiced entirely sporting example: - bench press in weight training

outline the learning curve: linear curve

- when learning an easy to perform skill

define performance

A temporary occurrence, fluctuating over time

5.2

Information Processing

outline gross motor skills

Movements involving large muscle groups: arms and legs (running jumping)

outline fine motor skills

Movements involving small muscle groups and finer movements of precisions (darts)

outline internally paced skills

Performer controls rate skill is executed at (javelin or discuss)

5.3

Principles of Skill Learning

outline the schema theory (Richard Schmidt- 1975)

RECALL: - the production of movements (made up of info store in the LTM) RECOGNITION: - evaluates the movement response (initially stored in the STM- once movement is completed via recall it is stored in the LTM)

discuss the difference between a skilled and a novice performer

SKILLED - fluid/ controlled movements - consistency - little to no mistakes - can adapt to technique NOVICE - frequent errors - lacks coordination - inconsistant - decision making poor

Distinguish between the characteristics of short-term sensory store, short-term memory and long-term mem

STSS: - description: - capacity: 1 item - duration: less than a second STM: - description: requires rehearsal - capacity: 7 (+/-2) - duration: 6-12 seconds LTM: - description: holds most info, memories - capacity: infinite - duration: infinite

define technique

a "way of doing". In the performance of a specific sports skill it is defined as the "way in which that sports skill is performed"

Define ability

a general trait or capacity of the individual that is related to the performance and performance potential of a variety of skills or tasks

Describe a motor program

a motor programme as being a set of muscle commands that allow movements to be performed without any peripheral feedback (hitting a tennis ball)

define learning

a relatively permanent change in performance brought about by experience

outline terminal feedback

feedback is experienced after action is completed (golfer understanding how well the shot was made)

discuss the open loop theory with motor programs

once a skill is learned, it can be put into action with out any feedback being used to control movement (main feedback is at the end of the performance)

outline skill to skill transfer

performing a skill that has a similar pathway to previous skill sporting example: - throwing a ball to throwing a javelin

perceptual motor abilities

physical attributes that combine the senses (movement control, perception, cognitive speed)

exteroceptors

provide information about the external environment

intercepters

provides information about body position and position of limbs (within body)

physical proficiency abilities

relate to physical or structural aspects of the body

outline externally paced skills

skills that are determined based off the environment (soccer games with other players)

outline open skills

skills that are greatly affected by the environment (surfing)

outline individual skills

skills that are performed in isolation from others (archery, high jump)

outline coactive skills

skills that are performed with someone else - no direct confrontation (sprints)

outline continuous skills

skills that dont have a clear start and finish (running or cycling)

outline discrete skills

skills that have a clear start and finish (forward roll or golf)

outline closed skills

skills that have a stable and predictable environments (archery or weight lifting)

describe a perceptual motor skill

skills that involve both perceptual and motor skills (dribbling a ball in a basketball game)

describe a perceptual skill

skills that involve sensing and interpreting problems (reading the green in golf)

describe a motor skill

skills that involve voluntary movement (sprinting)

outline serial skills

skills that link multiple skills together (gymnastic routines)

describe a cognitive skill

skills that solve problems by thinking (chess)

outline interactive skills

skills where other performers are directly involved and can involve confrontation (rugby, water polo)

outline bilateral transfer

sporting example: - a soccer player learning to kick with their weaker foot

outline practice to performance transfer

sporting example: - batting a baseball with a machine to batting a baseball form a person

outline principles to skills transfer

sporting example: - from learning that long levers aid throwing to throwing a javelin

outline abilities to skills transfer

sporting example: - improving flexibility and muscle strength in order to have better lines in dance

outline stage to stage transfer

sporting example: - starting with a 3v3 basketball game to a full game

5.1

the characteristics and classification of skill

define skill

the consistent production of goal-oriented movements, which are learned and specific to the task

define response time

the time it takes for a performer to react and act to the stimulus (reaction time + movement time)

describe hicks law

the time it takes for a person to make a decision as a result go the possible choices they have- increasing number of choices, increases decision time

define the concept of transfer

there are positive transfer (practice has good effect on learning), negative transfer (practice has bad effect on learning) and zero transfer (no effect).

Explain the signal-detection process (Swets- 1964)

when performing a skill in sport, it can be affected by a lot of other factors such these factors include: - background noise - intensity of stimulus - efficiency of sense organs - early signal detection

discuss the closed loop theory with motor programs

ADAMS: - as we learn a skill, we develop the perceptual trace (memory for the feel of successful past moments) CLOSED: - The motor program is structures the same way but the process can be corrected due to errors in the performance

Describe the phases (stages) of learning

COGNITIVE: - mistakes are often made - individual tries to make sense of instructions given using perception and decision making ASSOCIATIVE: - with practice the individual knows what to do - develops consistency and coordinative movement AUTONOMOUS: - individual can perform consistently with little cognitive activity


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