Information processing

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37 Terms

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General information processing model

Input → Decision making → Output

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The display

The display is all the sensory information gathered by a performer about their environment

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Input

This is the ‘stimulus identification’ stage, where stimuli are detected through the senses

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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.

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Selective attention

Filtering out unnecessary sensory information

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How to develop selective attention

Intensifying the stimulus/Learning to ignore irrelevant stimuli/Enhancing motivation/Mental practice

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Perception

The process of coding and interpreting sensory information

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Three elements of perception (DCR)

D - Detection

C - Comparison

R - Recognition

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Translatory mechanisms

Convert information to help understand it \

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Effector mechanisms

The network of nerves responsible for delivering the decisions made to the muscles so they can perform the action

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Whiting’s (1969) information processing model

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Atkinson + Shiffrin memory model (1968)

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Short term memory store

Can store 7 pieces of data in memory in 30 seconds

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How to enhance memory

Giving meaning to the information/Associating it with previously learnt things/Chunking the information/Mental rehearsal

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Baddeley and Hitch’s Working memory model (1978)

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Sub-systems of memory

Phonological loop/Visuospatial sketchpad/Episodic buffer

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Phonological loop

This deals with auditory information and produces a memory trace to be sent to the long-term store.

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Visuospatial sketchpad

Stores visual and spatial information. Made up of the visual cache (form + colour) and the inner scribe (spatial + movement)

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Episodic buffer

This coordinates the sight, hearing and movement information from the working memory into sequence to be sent to the long term memory.

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Aids for storing information

Rewards/Association/Mental Practice/Chunking/Repetition/Chaining/Focus

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Schema theory

Schema theory suggests that motor programmes can be adapted based on the environment

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Two parts of Scheme

Recall, Recognition

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Two parts of recall

Initial conditions, response specification

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Two parts of recognition

Sensory consequences, response outcome

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Initial conditions (where am I?)

The recognition of the sporting environment

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Response specification (What do I need to do?)

The information from the sporting environment is used to assess options for the performer

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Sensory consequences (How do I do it?)

The use of the senses to guide movement

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Response outcome (How did I do?)

The schema can be updated with feedback from the skill performance

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Reaction time

The time taken from the onset of a stimulus to the onset of a response

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Response time

The time taken from the onset of the stimulus to the completion of the task

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Simple reaction time

When there is only 1 specific response to a stimulus

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Choice reaction time

Where there are more than 1 specific responses to a stimulus - slower

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Hick’s law

Reaction time increases as the number of choices increases (RT = a + b log2n)

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Single channel hypothesis

Only one single bit of information can be process at a time

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Psychological refractory periof

If a second stimulus is received before the first is responded to, it increases reaction time

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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)

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Improving response time

Mental practice/Training to the specific stimulus/Focus and concentration/Intensifying the stimulus/Improving fitness/Anticipation