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Enviornmental continuum
Open to closed skill
Pacing continuum
Self-paced to externally paced
Muscular involvement
Gross to fine
Continuity continuum
Continuous, serial and discrete
Difficulty continuum
Complex to simple
Organisation continuum
High to low organisation
Self-placed skill definition + example
Control over the rate of movement is determined by the performer. E.g. Basketball free throw
Externally paced skill definition + example
Where the rate of movement is controlled by environmental factors. E.g. Sprint start
Simple skill definition + example
A skill with limited decisions to make. Usually with little information processing and subroutines. E.g. Running
Complex skill definition + example
Skill with a lot of information to process/a high perceptual load. E.g. Tennis serve
Fine skill definition + example
Skill that requires small, intricate movements/uses small muscle groups. E.g. Dart throw
Gross skill definition + example
Requires large movements/large muscle groups. E.g. Deadlift
Open skill definition + example
Performed in what is constantly a changing environment E.g. Forehand return in tennis
Closed skill definition + example
Not affected by the environment/usually self-paced. E.g. Discus throw
Low organisation skill definition + example
A skill made up of subroutines which can be easily split and rehearsed in isolation. E.g. Butterfly stroke in swimming
High organisation skill definition + example
Made up of subroutines that cannot be easily split or practiced in isolation. E.g. Cartwheel
Continuous skill definition + example
Skills that have no clear beginning or end. E.g. Marathon
Serial skill definition + example
A skill made up of a number of elements/subroutines. E.g. Floor routine in gymnastics
Discrete skill definition + example
A skill which has a clear beginning and end. E.g. 100m sprint
Transfer
the influence of one skill on another. This can be an influence from a previously learnt skill on a new skill or vice versa, and can be a help or a hinderance to performance.
Negative transfer
one skill hinders another.
Positive transfer
one skill helps another.
Proactive transfer
a previously learnt skill has an impact on a newly learnt skill.
Retroactive transfer
a newly learnt skill has an impact of a previously learnt skill.
Bilateral transfer
being able to do the skill with both sides of the body.
Zero transfer
there are no transferable elements between previously learned skills and the new one about to be learned.
Reasons for negative transfer
The performer is confused or misunderstood how to perform the skill
The practice conditions are not the same as the game situation so performing the skill in the game situation is not as successful
How to limit negative transfer
Make the practices game related and realistic
Explain or point out similarities between skills or tactics
Teach similar skills together
Use positive reinforcement and praise when positive transfer occurs
Build the subroutines of a skill progressively; give clear demonstrations
Teach fundamental skills first and ensure they are well learned
Whole
Provides performer with experience of carrying out the skill as a whole
Helps player execute skill fluently
Useful for rapid/fast paced skills
Suitable for elite athletes
Part
Suitable for beginners
Performer can gain confidence
Performer will have better knowledge of technique
Useful when teaching serial skills
Useful to isolate an aspect of a skill that performer is struggling with
Whole-part-whole
Suited to serial skills / low organisation skills
Highlights strengths and weaknesses and allows for targeted training
Enables performers to see how a change in technique improves a skill
Is useful for elite athletes
Progressive part
Useful for beginners
Helps performer develop understanding of technique and the relationship of various components of a skill
Helps develop a kinaesthetic feel
Fixed
Suitable for closed skills
Enables habitual movements which can then be applied in varied situations
Improves consistency
Useful for discrete skills
Varied
Mimics game situation
Helps performer build a catalogue of experiences that can be stored in their long term memory and then recalled as needed
Performer learns how to adapt skills to real life situation
Massed
Suitable for elite performers
Can be completed in a limited time frame
Best for highly motivated performers
Can be used to train closed, simple, discrete or fine skills
Helps make closed skills more habitual so athletes can perform under pressure
Distributed
More suitable for beginners
Performers does not get as fatigued so can focus more on technique
Allows for mental rehearsal of skills
Whole
The skill is practised without any breakdown of the subroutines. The skill is carried out in its entirety. e.g. cartwheel
Part
The skill is broken down into subroutines and a particular part of the skill is practised. e.g. javelin throw
Whole-part-whole
The skill is practiced without any breaks, a subroutine is selected and practiced in isolation to improve and then the skill is practiced without any break again. e.g. layup in basketball
Progressive part
Also known as chaining as each subroutine is seen as the links in the chain. The first link is practiced, then the second link is practiced. These are then practiced together before the third link is added. e.g. triple jump
Fixed
Practice which is done in a stable and predictable environment. This is good as it allows the performer to focus entirely on the technique of the skill. e.g. basketball free throw
Varied
Practice which is done in a more unpredictable and changing environment. This helps a performer to improve decision making and gain more experience performing the skill in various situations. e.g. netball pass
Massed
This is a continuous practice session. It is a good for some gross skills to build strength and delay fatigue. It can be good for experience athletes who can self-motivate well. e.g. marathon runner
Distributed
This is a practice session that involves rest intervals which could be used for feedback or tasks that are unrelated to the session. It also allows for mental rehearsal of skills and can be good for a beginner. e.g. sprint training
Whole
Does not allow for practice on individual sub-skills
May lead to errors in technique
Difficult to teach complex skills
Can be demotivating for a beginner
Part
Is not useful when practicing a high organisation skill
Elite performers can struggle to break up movements so deeply engrained in muscle memory
Whole-part-whole
Time consuming
Not suitable for high organisation skills
Ineffective transfer of practiced part back to whole skill
Potential to lose fluidity in movement
Progressive part
Time-consuming
Requires in depth knowledge of the components of the skill
Can result in loss of fluidity
Fixed
Can cause tedium for elite athletes
Risk of developing poor habits
Not suitable for open skills
Does not replicate sporting / game environment
Varied
Potentially overwhelming for beginners
Can cause demotivation if not performed well
Massed
Not suited to dangerous activities such as snowboarding
May cause tedium in beginners
High motivation
Distributed
Requires a longer period of time
Can cause demotivation