11 Skill acquisition

Cards (18)

  • Pedagogy
    The method and practice of teaching
  • Skill acquisition
    The process of learning and retaining a new skill
  • Stages of skill acquisition
    • Cognitive
    • Associative
    • Autonomous
  • Traditional pedagogy
    • Coach responsible for most of the decisions
    • Transmission of fixed knowledge from coach to athlete
    • Focus is on the outcome (skills and outcomes)
  • Non-linear pedagogy
    • Coaches and athletes explore situations and problems together
    • Focus is on the process
    • Develops creative processes in the athlete
  • Constraints
    • Factors influencing the learning/performance at any time
    • Boundaries shaping the emergence of movement
  • Types of constraints
    • Individual
    • Environment
    • Task
  • Manipulating constraints
    1. Modifying body size, fitness, personality (individual)
    2. Modifying physical, social, cultural environment
    3. Modifying goals, rules, equipment, player numbers (task)
  • Impact of constraints-led approach
    • Positives: Able to learn at own pace, Enjoyment can increase self-confidence, More ended performers, Greater variety generates more willingness to improve, Tailored to ability, More enjoyment so greater chance of advancement
    • Negatives: Constraints too simple or too complicated, Too many constraints can result in demotivation and lack of improvement, May not be able to do the skill without constraints, May pick up incorrect technique, Too focussed, may quit sport if too many constraints
  • Notational analysis
    • The study of movement patterns, tactics and techniques
    • Permanent recording of data
  • Applications of notational analysis
    • Tactical evaluation
    • Technical evaluation
    • Analysis of movement
    • Development of databases and models
    • Educational from teacher or coach
  • Phase analysis
    Qualitative model of movement in phases: Preparation, Retraction, Action, Follow-through
  • Performance outcome model

    Quantitative model with measurements of speed, force, coordination, and skill-specific principles
  • Flow chart
    • Can help to structure the decision making of players in different scenarios
    • Focuses on series of important events which may occur in the game
    • Provides an action to be taken based on the scenario
  • Simple notation systems
    • Scattergrams
    • Frequency tables
    • Sequential systems
  • Digital technology
    • Hawkeye
    • Dartfish
    • Prozone
    • Bodybyte
  • Advantages of digital technology
    • Provides data which may not otherwise be accessible
    • Data is more accurate, ensuring correct decisions
    • Can allow for better image/technique feedback
    • Can provide immediate feedback
    • Can be better tailored to the individual
    • Can help to set goals or plan tactics
    • Not overly expensive
  • Disadvantages of digital technology
    • Could be inaccessible in poorer regions
    • May not be used at all levels
    • Could be over-relied on
    • May malfunction