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
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