Information processing

Subdecks (1)

Cards (55)

  • Display
    the sporting environment
  • During the input stage...
    the performer uses the senses to pick up information from the environment
  • Receptor systems
    senses used to collect information
  • Senses:

    sight, auditory, touch, balance,kinesthesis
  • Proprioceptors
    internal senses
  • Selective attention
    a process that helps the performer filter relevant information from the irrelevant information
  • The benefit of selective attention is:
    it can improve reaction time
  • DCR stands for:
    Detection, Comparison, Recognition
  • Detection
    the performer has picked up the relevant information and identified that information as important, using the senses and the process of selective attention
  • Comparison
    involves trying to match the information identified as important to information already in the memory of the performer
  • Recognition
    means that the performer has used information from the memory to identify an appropriate response- this response can then be put into action
  • Translatory mechanism
    uses past experiences so that information received can be linked/compared with past experiences and sent to the memory system
  • Effector mechanism
    the network of nerves that is responsible for delivering the decisions made in the translatory mechanism to the muscles so that those muscles can perform the action
  • Positive feedback
    Encouragement
  • Negative feedback
    Error correction
  • Extrinsic feedback
    from outside source
  • Intrinsic feedback
    from within
  • Knowledge of results
    concerns the outcome
  • Knowledge of performance
    about technique
  • Central executive
    overall control over all the info entering and leaving the working memory
  • Phonological loop
    deals with auditory information from the senses and helps produce the memory trace
  • Visuospatial sketchpad
    used to temporarily store visual and spatial information
  • visual cache
    part of the Visuospatial sketchpad which holds info about form and colour
  • inner scribe
    part of the Visuospatial sketchpad which deals with spatial and movement information
  • Episodic buffer
    co-ordinates the sight, hearing and movement information from the working memory into sequences to be sent to the long-term memory
  • Long term memory
    receives information from the working memory and has an unlimited capacity for the storage of motor programmes
  • Strategies to store information in the LTM
    Rewards, association, mental practice, chunking, focus, repetition, chaining
  • Schema theory suggests...

    that the same/similar skills can be used in different sports because the performer has developed a general set of concepts that allows skills to be adapted to suit the situation
  • Recall schema
    Initial conditions
    Response specifications
  • Recognition schema
    Sensory consequences
    Response outcome
  • Initial conditions
    where am I? The player needs to gather information from the environment i.e. position of other players
  • Response specifications
    what do I need to do? From the initial conditions, the player can decide on what to do from the options available i.e. what is the best pass to use, who is best to pass to etc.
  • Sensory consequences
    what does it look/feel like? Player gathers sensory information (vision/touch) to help guide movement for the situation. For example, weighting and timing of the pass if got to pass further etc.
  • Response outcome
    what happened as a result? After the task, the player may receive information (feedback) on the outcome and updates motor programme if required i.e. did the pass reach the target
  • Reaction Time
    time taken from the onset of stimulus to onset of response
  • Movement Time
    time taken to complete the task
  • Response Time
    time taken from onset of stimulus to the completion of a task
  • Simple reaction time
    Involves one stimulus and one possible response
  • Choice reaction time
    Involves the performer being presented with numerous stimuli, each with a different response
  • Hick's Law
    As the number of choices increases, so does the reaction time