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AS PE – Skill Acquisition
Revision Guide
Definition:A general capacity of an individual.
Ability is inherited through genes
Key Concepts: Ability: inherited, stable + enduring, perhaps more than 50, underlie many skills.
Skill is the application of ability.
General motor ability: person able to perform a large number of skills well. Specific motor ability: different sports require
different motor abilities
Key words:
Inherited
Perceptual motor abilities (speed, reaction time
agility)
Stable/enduring
Genes
Definition:
The learned ability to bring about predetermined results with the minimum time/effort or both
Key Concepts:
Gross v Fine —large muscle movements v small muscle movements
Self paced v Externally paced —self v starter (e.g. gun / time limit)
Discrete v Continuous v Serial – Clear beginning and end (long jump) v one continuous movement (cycling) vs series of discrete movements (triple jump)
Closed v Open— Not effected by environment v effected by environmental factors (e.g. Other players)
Key words:
Learned, Gross, Fine, Self Paced, Externally paced, Discrete, Continuous, Serial, Sequence, Open, Closed
Definition:
Theories related to the learning of skill—achieving the correct solution
Operant conditioning —stimulus—response bond (through reinforcement)
Trial and error learning —link correct response to a stimulus
Positive/negative reinforcement praise + reward+ removal of praise = Stronger SR Bond leading to increase chance of correct response
Punishment = Weakens SR bond
Key words: S-R bondReinforcementConditioningPraisePunishmentStrong bondWeak bond
Definition:
What happens if you want to make a movement once stimulus is provided
Key words:
Selective attentionOverloadLTM/STM
Limited channel capacityPerception
Reaction timeDecision making
Feedback
Key Concepts:
Simple information processing modelInput– information entering, Decision making—occurs in the brain, Output—movement, Feedback—information concerning the movement
Complicated Information processing modelInput—info from senses, Perception—sensory input is given meaning, Memory—used to compare what has happened, Decision making—occurs in the brain (what to do) Output—movement, Feedback—info concerning the movement
Information processing
PRPDelay in response to
two closely presented stimuli
E.g. responding to a dummy pass.
Selective attentionThe filtering of relevant and
irrelevant information
Information overload can
occur
Ensure basic skills are learned to autonomous
stage before progressing to more
complex
Improving Selective Attention
Mr P CO BA POAM
Mental rehearsal, Practice, Cues obvious, better
anticipation, Perform at optimum levels of arousal
Reaction timeSimple (gun)
Choice (options—who to pass the ball
to)
Single Channel Hypothesis
Can only attend to one piece of information at a
time- The bottle neck
Key Concepts:
Open Loop—sending information. EG golf swing—brain assesses situation, sends command to muscles concerning the swing then muscles carry out action. Explains closed skills
Closed Loop— importance of feedback. E.g. riding a bike—Brain sends message to muscles (how to ride) muscles respond and send message back to brain. Brain Detects errors and corrects. Explains open skills well
Key words:
Open Loop Theory
Closed Loop Theory
Chunking
Feedback
Muscle commands
Definition:Motor programme is a series of generalised movements stored in the long term memory
Memory
Short term memory-30 to 60 secs-5 – 9 Items-Encodes to LTM-Working memory
Short term sensory store-0.5 sec-Large capacity-Selective attention-Sends relevant info to stm-Info forgotten if not attended to
Long Term Memory-Store of well learned experiences-Unlimited capacity-Decodes info to stm- Stored as motor programmes
Improving Memory
Paccm
Practice, Association, Chunking, Chaining, Motivation
Definition:
A series of generalised movements that can be adapted to many situations.
Key Concepts:
Information used to form schema-1).Initial conditions—concerning the environment 2).Response specifications—how to perform a movement 3). Movement outcomes—success or failure of the movement 4). Sensory consequences—how the movement felt/looked
2 types of schema—Recall and Recognition
Recall : Information that is needed before a motor programme is selected and runInitial Conditions + Response Specification
Recognition information needed to correct faulty performance and how to correctResponse outcomes (KR) + Sensory Consequences (KP)
Key words:
KP/KRDecision
Initial ConditionsResponse specificationMovement outcomes
Sensory consequencesRecall
Recognition
Definition:
A change in performance which is exhibited through increased levels of consistency
Key Concepts:
Cognitive Stage—beginnerLearner needs to know what to do with a lot of mistakes when performing
skills. Building up mental images
Associative Stage—able but not quite thereLearner has an overall picture of what is required but still
makes some mistakes
Autonomous Stage—professional Learner knows how to complete the skill and can do so with a great
degree of consistency and proficiency
Key words:
CognitiveMistakes
AssociativeAutonomous
Mental imagesConsistency
Definition:
Transfer of learning refers to the effect that learning one skill has on the learning of another
Key Concepts:
Positive transfer— Prior learning enhances the learning of a new skill E.g.– tennis player uses prior learning when trying to learn the overhead serve in volley ballNegative transfer —prior learning has an inhibiting effect on present learning of a skill E.g.– Badminton to tennisZero transfer —football can not use skills when swimmingBilateral transfer – Transfer of learning from one limb to another E.g.—throwing with either hand / kicking with either foot Proactive – Present learning enhances a previously learnt skill Retroactive - Present learning negatively effects a previously learnt skill
Key words:
PositiveNegative
ZeroBilateralProactive
Retroactive
Definition:The different variety of techniques used by coaches/teachers when stimulating a class to learn new skills
Key Concepts:Command - Teacher makes all the major decisions.
Practice - Teacher sets the task, the pupils do it
Reciprocal - learner works in pairs—response
Self-check - learner works individually on tasks set by the teacher
Inclusive - teacher stimulates/challenges all pupils
Guided discovery - teacher sets the problem and leads the learner to the correct answer (divergent/ many answers - Convergent /one answer)
Problem solving - teacher sets the problem, the learner finds the answer
Self Teach - Pupil teaches themselves
Key words:
Command Practice
Reciprocal Self checked
InclusionGuided discovery Problem solving
Definition:
Methods of communication a teacher or coach may use when dealing with a group or individuals
Key Concepts:
Verbal — Learner told what to do
Manual — Learners limbs are physically moved / manipulated in to the correct position
Visual—Learner shown what to do through demonstrations or video evidence
Key words:
Verbal
Visual
Guidance