Movement Skills: Acquisition, Development and Improvement (Year 11 PDHPE)

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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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44 Terms

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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.

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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.

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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.

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Gross motor skills

Skills involving large muscle groups (e.g., walking, running, jumping, kicking); typically prominent in most sports.

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Fine motor skills

Skills involving small muscles and precise control (e.g., darts, archery, putting in golf) requiring high hand–eye coordination.

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Continuous skills

Skills with no definite beginning or end; repeated cycles (e.g., running, cycling); the end of one pattern begins the next.

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Discrete skills

Skills with a definite beginning and end (e.g., a baseball pitch, tennis serve, basketball free-throw).

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Serial skills

A sequence of discrete skills performed in a specific order (e.g., a lay-up, javelin run-up and throw).

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Open skills

Skills performed in an environment that is constantly changing and unpredictable (e.g., surfing, returning a tennis serve).

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Closed skills

Skills performed in a predictable environment (e.g., basketball free-throw, archery).

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Self-paced skills

Skills where timing is controlled by the performer (e.g., bowling a cricket ball, long jump).

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Externally paced skills

Skills where timing is controlled by external factors (e.g., returning a tennis serve, defending in rugby).

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Massed practice

Practising a single skill with little or no rest; effective for motivated, highly skilled learners but can cause fatigue and boredom.

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Distributed practice

Practice broken into parts with rest; beneficial for complex skills and injury risk management; reduces fatigue and maintains concentration.

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Whole practice

Practising a skill in its entirety to develop kinaesthetic sense and overall fluency.

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Part practice

Breaking a skill into sub-skills and practicing each part before combining them (useful for serial skills).

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Blocked practice

Repeating the same skill in a fixed order before moving to another skill.

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Random practice

Practising a variety of skills in a random order to promote transfer, adaptability and long-term retention.

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Task-intrinsic feedback

Feedback arising from within the performer via proprioception and kinaesthesis during the movement.

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Augmented feedback

External feedback from an outside source (e.g., coach, video) that supplements intrinsic feedback.

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Concurrent feedback

Feedback provided during the execution of a movement.

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Delayed feedback

Feedback provided after a skill has been performed, often separated from the execution.

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Knowledge of results (KR)

External feedback about the outcome or result of a performance (e.g., number of goals).

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Knowledge of performance (KP)

Feedback about the quality or technique of the movement, not just the outcome.

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Kinesthetic sense (kinaesthesis)

The internal sense of movement and position of the body used to refine motor control.

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Proprioception

The body's ability to sense movement, action, and location, enabling coordination and balance.

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Prior experience (transfer of learning)

Earlier learning that can transfer and accelerate learning of a new but related skill.

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Somatotypes

Genetically influenced body types (ectomorph, endomorph, mesomorph) affecting sport suitability and performance.

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Heredity

Genetic factors such as height, limb length and body composition that influence performance potential.

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Confidence

Belief in one’s ability to succeed; a key determinant in the rate of skill acquisition.

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Personality

Consistent patterns of behavior and attitude that influence motivation and learning pace.

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Ability

Innate capacity or talent that affects how quickly skills are learned.

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Experience

Practical contact with and observation of skills; includes prior practice and exposure.

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CHEAP (Characteristics of the learner)

Acronym for Confidence, Heredity, Experience, Ability, Personality; factors that influence skill acquisition rate.

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Subroutines

Discrete components that combine to form a larger serial skill; mastering sub-skills aids overall performance.

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Game-centred approach

Training that uses game-like scenarios to develop decision-making, strategy, and tactics alongside technical skills.

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Decision-making (performance element)

The ability to make informed choices quickly to maximize effective skill execution during performance.

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Strategic and tactical development

Higher-level planning and in-game adjustments to improve team performance.

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Perfect practice makes perfect performance

Idea that practice should be deliberate and accurate to transfer into improved performance.

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Dart thrower (example of skill type)

A closed, self-paced skill where timing and environment are stable and controlled.

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Somatotypes

Genetically influenced body types (ectomorph, endomorph, mesomorph) affecting sport suitability and performance.

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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.

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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.

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A somatotype characterized by a muscular, athletic build with well-developed muscles