Information processing

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    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
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