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General information processing model
Input → Decision making → Output
The display
The display is all the sensory information gathered by a performer about their environment
Input
This is the ‘stimulus identification’ stage, where stimuli are detected through the senses
Decision making
The performer then uses information from the senses to select an appropriate response. After this, perceptual and translatory mechanisms are used to help the performer decide on a correct decision.
Selective attention
Filtering out unnecessary sensory information
How to develop selective attention
Intensifying the stimulus/Learning to ignore irrelevant stimuli/Enhancing motivation/Mental practice
Perception
The process of coding and interpreting sensory information
Three elements of perception (DCR)
D - Detection
C - Comparison
R - Recognition
Translatory mechanisms
Convert information to help understand it \
Effector mechanisms
The network of nerves responsible for delivering the decisions made to the muscles so they can perform the action
Whiting’s (1969) information processing model
Atkinson + Shiffrin memory model (1968)
Short term memory store
Can store 7 pieces of data in memory in 30 seconds
How to enhance memory
Giving meaning to the information/Associating it with previously learnt things/Chunking the information/Mental rehearsal
Baddeley and Hitch’s Working memory model (1978)
Sub-systems of memory
Phonological loop/Visuospatial sketchpad/Episodic buffer
Phonological loop
This deals with auditory information and produces a memory trace to be sent to the long-term store.
Visuospatial sketchpad
Stores visual and spatial information. Made up of the visual cache (form + colour) and the inner scribe (spatial + movement)
Episodic buffer
This coordinates the sight, hearing and movement information from the working memory into sequence to be sent to the long term memory.
Aids for storing information
Rewards/Association/Mental Practice/Chunking/Repetition/Chaining/Focus
Schema theory
Schema theory suggests that motor programmes can be adapted based on the environment
Two parts of Scheme
Recall, Recognition
Two parts of recall
Initial conditions, response specification
Two parts of recognition
Sensory consequences, response outcome
Initial conditions (where am I?)
The recognition of the sporting environment
Response specification (What do I need to do?)
The information from the sporting environment is used to assess options for the performer
Sensory consequences (How do I do it?)
The use of the senses to guide movement
Response outcome (How did I do?)
The schema can be updated with feedback from the skill performance
Reaction time
The time taken from the onset of a stimulus to the onset of a response
Response time
The time taken from the onset of the stimulus to the completion of the task
Simple reaction time
When there is only 1 specific response to a stimulus
Choice reaction time
Where there are more than 1 specific responses to a stimulus - slower
Hick’s law
Reaction time increases as the number of choices increases (RT = a + b log2n)
Single channel hypothesis
Only one single bit of information can be process at a time
Psychological refractory periof
If a second stimulus is received before the first is responded to, it increases reaction time
Anticipation
If we can identify the stimulus early enough, we can anticipate how to react. Temporal → prejudging when the stimulus occurs (time) Spatial → prejudging where and what the stimulus (space)
Improving response time
Mental practice/Training to the specific stimulus/Focus and concentration/Intensifying the stimulus/Improving fitness/Anticipation