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Learning
Permanent change in behaviour as a result of practice
performance
temporary occurrence that can change from time to time because of many external and internal factors
Cognitive stage of learning
First stage of learning
thinks carefully about actions
try to copy demonstrations, instructions
use extrinsic feedback
movements slow and uncoordinated
motor programmes not formed so trial and error
Associative stage
from competent beginner to accomplished performer
has to practice to make progress
trial and error used for perfection
more internal feedback
compare their level to a performer, so they adjust practice to reach that level
movements smoother + more coordinated
A
Autonomous stage
Actions are fluent, efficent and automatic
concentrates on fine details
basic skills performed without thinking
motor programme fully developed + can help in fine control of actions
elite performers
Feedback
Information to aid error correction, make improvements and amend performance
Positive feedback
effort, what was good, offers motivation to maintain effort, form of encouragement
Negative feedback
what is going wrong, correcting errors + eliminating bad habits, more experienced players use negative feedback
Extrinsic feedback
from outside source, performer gains a view of what they need to improve on
Intrinsic feedback
when performer developed a feel for sense, internal feel to know when they have made a mistake
Knowledge of Results
feedback which gives an initial outcome of the attempted skill.
was the skill successful?
Knowledge of Performance
why the technique was successful or not, how the technique can be developed to produce a better performance than the last attempt
Learning Plateau
Period during performance where there are no signs of improvement
Learning Curve + 4 stages
visual representation of what happens when a closed skill is performed repeatedly over a period of time by a novice.
Stage 1:
Rate of learning is slow
performance is poor as task is new (cognitive stage)
Stage 2:
rapid acceleration in rate of learning as performer has begun to master task
success = motivation + reinforcement
Stage 3:
no improvement in rate of learning
maintains performance level
Stage 4:
end of task where performance might decrease
Drive reduction
AN end of task period when performance might get worse due to the performer gaining success on task + initial drive to succeed has been lost.
Causes of the plateau
lack of motivation
boredom
coaching
limit of ability
targets set too low
fatigue
Solutions to the plateau effect
set a new challenge to test the performer so they set new goals to reach the
find a new coach
more praise + positive reinforcement
rest could be taken to avoid fatigue
variety of task
concept of plateau can be taught to performer so that they don’t take personal responsibility for their lack of improvement
get some feedback to help improve performance + motivation
Visual guidance
Demonstration of task
create mental image for a beginner to use as a reference
make sure the video or performance is within the capability of the performer to maintain motivation and confidence
coach needs to show from different angles + show multiple times
Advantages of visual guidance
highlight a specific weakness
show what the skill really looks like
used in conjunction with verbal guidance
Disadvantages of visual guidance
demonstration must be completely accurate otherwise it can be copied incorrectly + performer might not have ability to perform it
if too much info given, performer may be confused
Verbal guidance
Explanation of the task, used in conjunction with visual guidance.
coach speaks to performer during demonstration to highlight points
helps build correct mental image
Problems and considerations when using verbal guidance
if too much info given → confusion + too much demand on the memory system
may lose concentration unless makes verbal info brief, relevant + meaningful
language must be understandable, beginner should be able to recognise terms
means of giving feedback so coach should ensure corect type of feedback is used for the performer
Manual guidance
physically supporting a performer during a movement.
can force a response
Advantages of manual guidance
help to eliminate danger
helps build confidence of performer who might not be able to gain the feel of the whole task
reduce in fear + anxiety if support is on hand to help the performer
if task is more complex, can be broken down into stages
D
Disadvantages of manual guidance
can have detrimental effect on performance if overused
too much reliance on physical support can interfere with feel of the task → develop bad habits
may depend on support too much, cant do task without the help
coach should restrict control to avoid over usage
Mechanical guidance
device/ artificial aids used to help performance
Positives of mechanical guidance
eliminates danger
gives early feel for skill , helps promote learning
can be used with disabled athlete/those recovering with injury
Disadvantages with mechanical guidance
If used too much, can interfere with feel of skill
performer might depend on it too much, cant complete without help = loss of confidence
Operant conditioning
Use of reinforcement and punishment to ensure that the correct responses are repeated by linking the stimulus to the response
Skinner’s Rat box experiment
based on trial and error
coach might manipulate environment
shapes behaviour by using reinforcement
Satisfier
An action that promotes a pleasant feeling so that responses are repeated
Annoyer
An action that creates unease to promote the avoidance of incorrect responses
Stimulus response bond
Operant conditioning works by strengthening link between stimulus and response
linking appropriate response to stimulus results in actions learned
coaches link by using positive, negative reinforcement + punishment
reinforcement → increase confidence + task persistence so players keep trying
Observational learning (Bandura)
suggests acceptable and unacceptable behaviour can be learned by watching and then copying other people
4 Processes that a performer is more likely to copy a model demonstration
Attention → making sure the performer takes notes of the relevant cues by making the demo “attractive”
retention - ability to remember the demo and be able to recall it, make sure its accurate + clear
motor reproduction - make sure the player has the mental + physical ability to complete the task
motivation - the drive to copy the demo.
Social development theory (Vygotsky)
Interaction with others can produce learning by social development (learning by association with others)
skills can be learned from others, called MKO’s
Skills learned through Inter-psychological learning (learning through others externally, uses MKO to get advice, feedback + tactical knowledge)
Then intra-psychological learning (learning from within after gaining external knowledge from others)
Constructivism - Vygotsky + Zone of proximal development
building up learning in stages based on current level of performance
3 levels of performance to improve
What can i do alone
what can i do with help
what cant i do
Insight learning
Using previous experience and understanding to solve problems relating to whole skill
concentrates on the whole task →good for use in realistic situations that are linked to game/event
encourages performer to think for themselves and developed cognitive process