Motor learning and coaching

    Cards (15)

    • Movement Precision
      gross motor skills - major muscle groups
      Fine motor skills - smaller muscle groups, more precise
    • Predictability of environment
      Open - movements need to adapt to changing environments. Decision making during the performance. No definite beginning or end. eg pass in AFL
      Closed - fixed environment. Movements don't change and are habitual. defined begining and end. eg free throw in basektball
    • Continuity
      Discrete skills - clear beginning and end. skill can be repeated but have to start from beginning. eg penalty kick
      Serial - series of discrete skills put together. eg long jump
      Continuous Skills - No obvious beginning or end, same movement repeated over and over. eg running
    • Fitts and Posner Model
      Cognitive stage
      • performer learns nature and demands of the task
      • Inconsistent with frequent major errors
      • Focused on what to do not how to do
      • little cue recognition and external feedback crucial
    • Fitts and Posner Model
      Associative
      • Improving skills and some skills become automatically controlled
      • fewer, smaller errors
      • external feedback is important, starts to provide internal feedback
      • more cue recognition
    • Fitts and Posner Model
      Autonomous
      • Performers movements are fluent and automatic with very few minor errors
      • increase speed and accuracy and more focus on skills and tactics
      • Able to detect all cues and provide internal feedback
    • Types of cues
      Visual cue - what you see in the environment
      • Cognitive - demonstration is the most effective method of introducing new skill to beginners as shows how its done
      • Associative - use visual cues to improve performers. eg visual aids for aim
      • Autonomous - use visual cues to improve performance eg analysing their oponent
    • Types of cues
      Verbal cue - short performance related phase which directs a performers attention relevant stimuli to improve performance
    • Types of cues
      Proprioceptive - internal feedback that comes from the proprioceptors found in joint tendons and muscles
      Performers use this information to detect and correct errors
      kinaesthetic information - infromtation from within the body about how the movement felt
    • Phases of informational processing during skill performance
      Stimuli/input - relevant information is gathered through sensory nervous system and proprioceptors
      Decision making - relevant cues are recognised and performer decides on an appropriate response
      Response - muscular and skeletal system carry out movement determined by decision
      Feedback - any information the performer receives internally or externally about the performance
    • Factors affecting information processing model
      strength and length of cue, noise, performer experience
      Response time includes...
      Reaction time - time between cue and intitiaiton of movement
      Movement time - time between start and finish of movement
    • Types of feedback
      Internal feedback - feedback received in sensory receptors in muscles, joint and tendons which provides information about the skill
    • Types of feedback
      External feedback - feedback received outside the body
      • Intrinsic - feedback is a direct consequence of their actions. eg watch ball miss the hoop
      • Augmented - additional feedback received from outside force eg coach (concurrent and terminal feedback, non - ferbal and verbal feedback, positive and negative feedback)
    • External feedback
      Knowledge of performance - subjective feedback regarding quality of performance. analysis of technique
      Knowledge of results -objective (factual) feedback about the success fo the performance
    • Functions of feedback
      • To motivate performer - motivate them to continue to strive for their best and reasure progress is happening
      • To change performance - aimed to change and improve performance
      • Reinforce Learning - "you played really well today because you looked when passing to team mates"
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