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Cards (80)

  • Muscular Continuum

    Gross - large muscle groups and movements (e.g. shot put). Fine - small muscle groups and movements (e.g. snooker shot)
  • Environmental Continuum

    Open - environment always changing (e.g. netball). Closed - predictable environment (e.g. free throw).
  • Continuity Continuum

    Discrete - well defined (e.g. penalty kick), Serial - a group of skills (e.g. triple jump), Continuous - no start or finish (e.g. cycling)
  • Pacing Continuum

    External - environment controls performance (e.g. javelin), Internal - performer controls it (e.g. ball game).
  • Difficulty Continuum

    Simple - (e.g. swimming) and Complex- requires more practice (e.g. somersault)
  • Organisation Continuum

    Low (swim strokes) and High (cartwheel)
  • Part Practice

    Working on an isolated sub-routine with the aim of perfecting it
  • Whole Practice
    Skills being taught without breaking down into sub-routines or parts
  • Whole-part-whole Practice

    Practising the whole skill, then in sub-routines, isolating, then practising whole again
  • Progressive part practice

    Broken into sub-routines, learning one link, then the second, etc, A-B, A-B,C...
  • Massed Practice

    Practise session involves little to no rest
  • Distributed Practice
    Practice sessions with rest
  • Fixed Practice

    Specific movement pattern is practised repeatedly in a stable environment
  • Varied Practice

    When a skill is practised in many environments
  • Proactive Transfer

    When a skill learned previously affects a skill yet to be learned
  • Retroactive Transfer

    When learning a new skill affects a skill learned previously
  • Negative Transfer

    When the learning and performance of one skill hinders the learning and performance of another
  • Positive Transfer

    When the learning and performance of one skill help the learning and performance of another
  • Bilateral Transfer

    Transfer of learning from one limb to another
  • Operant Conditioning Theory
    Trail and error learning, correct response rewarded, reinforces behaviour
  • Thorndike's Law of Effect
    Strengthening S-R bonds, law of exercise, law of effect and law of readiness
  • Cognitive Theory
    Whole skill learning, understood whole problems, processes dependent on perception.
  • Observational Learning

    Copied behaviour, role models, visual guidance, demonstration. Attention, retention, motor reproduction and motivation.
  • Cognitive Learning

    Learner creates a mental picture of the skill, demonstrations are vital. Practise with trial and error. Reinforce success with positive feedback.
  • Associative Learning
    Practice stage, learner has fewer errors, big improvement, motor programmes are developed. Learner develops the ability, detailed verbal feedback.
  • Autonomous Learning

    Learner can execute the skill with little conscious thought. Motor programmes are established and stored in long-term memory.
  • Verbal Guidance
    used to describe and explain activity
  • Visual Guidance
    Demonstrations to highlight key movements
  • Manual Guidance

    Support by person
  • Mechanical Guidance
    Support by object
  • Intrinsic Feedback
    Internal, how you feel. Kinaethesis
  • Extrinsic Feedback
    External sources e.g. teacher. Received usually and auditory
  • Positive Feedback
    When movement is successful and reinforces learning
  • Negative Feedback
    Movement is incorrect, used to correct movement
  • Knowledge of results
    Feedback about the outcome of movements. Extrinsic, positive or negative
  • Knowledge of performance
    Concerns movement itself and quality. Comes from external sources but can be internal
  • Atkinson and Shifren's multi-store memory
    STSS-STM-LTM
  • Short term sensory store
    a limitless memory store which holds sensory information for around one second
  • Short term memory
    Limited-capacity memory system in which information is usually retained for only as long as 30 seconds unless we use strategies to retain it longer.
  • Long term memory
    the relatively permanent and limitless storehouse of the memory system. Includes knowledge, skills, and experiences.