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Vocabulary flashcards covering key terms related to movement skill acquisition, stages, motor skill types, practice methods, feedback, and related determinants.
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Cognitive stage of skill acquisition
The initial stage of learning where the learner gains an understanding of the task; demonstrations and guidance help; errors and disorientation may occur; progress varies with task difficulty.
Associative stage of skill acquisition
The second stage with less coach input and more practice; skills become more fluent; errors decrease; kinaesthetic sense improves; learner can begin to self-correct.
Autonomous stage of skill acquisition
The final stage where the skill is executed automatically and fluently; performers can attend to other cues and integrate skills into game situations.
Gross motor skills
Skills involving large muscle groups (e.g., walking, running, jumping, kicking); typically prominent in most sports.
Fine motor skills
Skills involving small muscles and precise control (e.g., darts, archery, putting in golf) requiring high hand–eye coordination.
Continuous skills
Skills with no definite beginning or end; repeated cycles (e.g., running, cycling); the end of one pattern begins the next.
Discrete skills
Skills with a definite beginning and end (e.g., a baseball pitch, tennis serve, basketball free-throw).
Serial skills
A sequence of discrete skills performed in a specific order (e.g., a lay-up, javelin run-up and throw).
Open skills
Skills performed in an environment that is constantly changing and unpredictable (e.g., surfing, returning a tennis serve).
Closed skills
Skills performed in a predictable environment (e.g., basketball free-throw, archery).
Self-paced skills
Skills where timing is controlled by the performer (e.g., bowling a cricket ball, long jump).
Externally paced skills
Skills where timing is controlled by external factors (e.g., returning a tennis serve, defending in rugby).
Massed practice
Practising a single skill with little or no rest; effective for motivated, highly skilled learners but can cause fatigue and boredom.
Distributed practice
Practice broken into parts with rest; beneficial for complex skills and injury risk management; reduces fatigue and maintains concentration.
Whole practice
Practising a skill in its entirety to develop kinaesthetic sense and overall fluency.
Part practice
Breaking a skill into sub-skills and practicing each part before combining them (useful for serial skills).
Blocked practice
Repeating the same skill in a fixed order before moving to another skill.
Random practice
Practising a variety of skills in a random order to promote transfer, adaptability and long-term retention.
Task-intrinsic feedback
Feedback arising from within the performer via proprioception and kinaesthesis during the movement.
Augmented feedback
External feedback from an outside source (e.g., coach, video) that supplements intrinsic feedback.
Concurrent feedback
Feedback provided during the execution of a movement.
Delayed feedback
Feedback provided after a skill has been performed, often separated from the execution.
Knowledge of results (KR)
External feedback about the outcome or result of a performance (e.g., number of goals).
Knowledge of performance (KP)
Feedback about the quality or technique of the movement, not just the outcome.
Kinesthetic sense (kinaesthesis)
The internal sense of movement and position of the body used to refine motor control.
Proprioception
The body's ability to sense movement, action, and location, enabling coordination and balance.
Prior experience (transfer of learning)
Earlier learning that can transfer and accelerate learning of a new but related skill.
Somatotypes
Genetically influenced body types (ectomorph, endomorph, mesomorph) affecting sport suitability and performance.
Heredity
Genetic factors such as height, limb length and body composition that influence performance potential.
Confidence
Belief in one’s ability to succeed; a key determinant in the rate of skill acquisition.
Personality
Consistent patterns of behavior and attitude that influence motivation and learning pace.
Ability
Innate capacity or talent that affects how quickly skills are learned.
Experience
Practical contact with and observation of skills; includes prior practice and exposure.
CHEAP (Characteristics of the learner)
Acronym for Confidence, Heredity, Experience, Ability, Personality; factors that influence skill acquisition rate.
Subroutines
Discrete components that combine to form a larger serial skill; mastering sub-skills aids overall performance.
Game-centred approach
Training that uses game-like scenarios to develop decision-making, strategy, and tactics alongside technical skills.
Decision-making (performance element)
The ability to make informed choices quickly to maximize effective skill execution during performance.
Strategic and tactical development
Higher-level planning and in-game adjustments to improve team performance.
Perfect practice makes perfect performance
Idea that practice should be deliberate and accurate to transfer into improved performance.
Dart thrower (example of skill type)
A closed, self-paced skill where timing and environment are stable and controlled.
Somatotypes
Genetically influenced body types (ectomorph, endomorph, mesomorph) affecting sport suitability and performance.
Ectomorph
A somatotype characterized by a lean, delicate build with small bone structure and long limbs; typically agile and suited for endurance or aerial sports.
Endomorph
A somatotype characterized by a larger, rounder build with higher body fat and wider bone structure; often suited for strength-based activities like sumo wrestling.
A somatotype characterized by a muscular, athletic build with well-developed muscles