Skill acquisition

Cards (21)

  • Skills can be classified as closed skills (not effected by environment ) or open skills (effected by environment ).
  • The three stages of learning are cognitive stage, associative stage, and autonomous stage.
    • Discrete skill- has a clear beginning and end e.g tennis serve
    • serial skill- contains several discrete skills in order to make a more integrated movement e.g triple jump
    • continuous skill- no clear beginning and end and often the end of one part is the skill of the start of the next part e.g cycling
    • positive transfer- when the learning of one skill helps the learning of another
    • negative transfer- when the action of one skill hinders the learning of another
    • zero transfer- when the learning of one skill has no affect on another as the two skills have no similarities
    • Bilateral transfer- when the learning of one skill is transferred across the body from limb to limb
  • Methods of practice:
    • whole- practising the skill in it’s entirety e.g golf swing. Adv- good for simple skills dis- could be tiring
    • Progressive part- practising the first part of the skill and then the rest of the parts are added gradually E.g dance routine.
    • Adv- useful for cognitive performers
    • Dis- time consuming
    • Whole- part-whole: whole skill is attempted and then each separate part of the skill is practised.
    • Adv- can help motivate performer
  • Types of practise:
    Massed-continuos, so there are no rest intervals between sessions. These are often used when there are unlikely to be any changes needed to the skill
    • advantage: good for fit, motivated autonomous performers enacting relatively simple skills.
    • Disadvantage: requires suitable fitness and motivation
    • Distributed: There are rest intervals between sessions. Often used when practicing open skill.
    • Advantage: good for beginners allows rest
    • Disadvantage: can be time consuming
  • Types of practice:
    variable: drills and types of practice are changed so that the performers learn to adapt to change in the environment.
    • Advantage-provides variety and can motivate performers
    • Disadvantage- can be time consuming and confuse performers as to what their goal actually is.
    • Mental: the performer goes through the movement in their mind without any physical movement.
    • Advantage- builds confidence. Lowers anxiety
    • Disadvantage- performers may overthink and start to doubt themselves.
  • Cognitive stage:
    • First stage of learning (beginner)
    • Understanding and subroutines are explored by trial and error
    • The performer has to consider their actions carefully and tends to rely on help and guidance from others
    • Example: a beginner at tennis
  • Associative stage:
    • Second stage of learning
    • Motor programmes develop, leading to smoother performance
    • Interim stage as the performer transitions from a competent beginner to an accomplished performer
    • Example: a recreational golfer
  • Autonomous stage:
    • Final stage of learning
    • Experienced by an expert when movement is detailed and specific motor programmes are fully developed, aiding in fine control of the action
    • Example: a professional athlete
  • Learning plateau: A period of no improvement in performance
    Reasons for this:
    • lack of motivation
    • boredom
    • poor fitness
    • poor coaching
    • fatigue
    Methods to overcome this:
    • changing coaches
    • resting to combat Fatigue
    • more variety to avoid boredom
    • better quality feedback and guidance
    • improve fitness
  • Methods of guidance:
    Verbal- spoken guidance, e.g listening to coach giving instructions.
    • Advantage- helps explain a visual image. Provides detail in relation to technique and tactics
    • Disadvantage- can be time consuming and may cause information overload.
    Visual: involves the performer being able to actually see something e.g demonstrations.
    • Advantage- good for cognitive performers. Creates visual image
    • Disadvantage- important that the demonstration is clear and correct otherwise it is ineffective
  • Method of guidance:
    Manual: where the performer could actually be assisted in a physical movement. E.g supporting someone to perform a gymnastic vault
    • Advantage- eliminates danger and builds confidence
    • Disadvantage- performer may become to reliant on the manual guidance.
    Mechanical- involves the use of objects or aids
    • Advantage- eliminates danger and instils confidence
    • Disadvantage- Performer can become overly reliant and may feel like can not perform without it
  • Types of feedback:
    • knowledge of performance: this involves receiving information about the performance itself, possibly regarding the technique used and how to improve it
    • knowledge of results: the feedback the performer gets through the end result of their performance
    • intrinsic: feedback from themselves
    • extrinsic: feedback from others
  • Whitings model:
    • input from display
    • receptor system: receives information from the senses
    • perceptual mechanisms: selective attention DCR
    • translatory mechanism: converts information into coded information
    • effector mechanism: nerves that send coded impulses to the muscles
    • Reaction time: the time taken from the onset of a stimulus to the onset of a response
    • Movement time: the time for which the athlete is moving
    • response time = reaction time + movement time
  • Factors affecting response time:
    • Hicks law ( reaction time increases as the number of choices increase)
    • psychological refractory period ( a delay when a second stimulus is present before the first has been processed)
    • Fitness level
    • anticipation
  • Strategies to improve response time:
    • making use of mental practice
    • more effective use of anticipation
    • learning to focus on picking up the stimulus more quickly
    • improving aspects of fitness to improve response time
  • Schmidt’s schema theory:
    Recall schema: stored information about how to produce a movement.
    1. Initial conditions: before we start, we work out where we are and where are limbs are
    2. Response specification: motor programmes we want to recall in order to satisfy the situation
  • Schmidt‘s schema theory: Recognition schema: during and after movement, this information allows the performer to evaluate how well performance was.
    1. Sensory consequence: receive information from our muscles about if the movement was correct or not
    2. Response outcome: compare the outcome of the movement to what we hoped it would do
  • Strategies to improve information processing:
    • improving reaction time through improved fitness
    • Concentrating on the input phase and making more effective use of the selective attention, decision-making process