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Gross Motor Skills
Large muscle movements (e.g., walking, running, jumping).
First things we develop and should be developed once we are done with childhood
Ultimate goal with development is to gain individual and volitional movement
Fine Motor Skills
Small, precise movements (e.g., writing, buttoning a shirt).
Closed Skills
Performed in stable environments (e.g., swimming alone in a lane).
Self paced
Open Skills
Performed in unpredictable environments (e.g., basketball, driving).
Externally paced
Discrete Skills
Clear beginning and end (e.g., flipping a switch).
Short singular movement
Serial Skills
Combination of discrete skills (e.g., gymnastics routine).
Continuous skills
No clear beginning or end, ongoing movement (e.g., running).
Stimulus Identification
Information Processing
(Sensory input processing: vision, hearing, touch, kinesthesis).
Responce selection
Information Processing
(Deciding what to do based on stimulus).
Movement Programming
(Sending motor commands to execute movement).
Reaction Time
Time from stimulus to movement start.
Movement Time
Time from movement start to completion.
End of RT + completion of movement
Response Time
RT + MT
Exteroception
Info from the environment)
Vision: Defines space, detects movement.
Audition: Determines rhythm, distance, object identification.
Name:
extra - info provided
Extero - info outside
Proprioception
(Info from within the body)
Sense of position, movement, balance, and limb control.
Dorsal Stream
Movement control, spatial awareness, visually guided actions.
Vision for action pathway
Arises in primary visual cortex but continues into parietal cortex
“where”
Ventral Stream
Object recognition, conscious perception.
Vision for perception pathway
Arises in primary visual cortex but extends to temporal cortex
“what”
Reflex Theory
Movement = response to stimulus
Complex actions = chain of reflexes
Limitations: Can’t explain voluntary or novel movements
Hierarchical Theory
CNS has levels: higher centers control lower ones
Top-down control: cortex → brainstem → spinal cord
Limitations: Doesn’t consider reflexive behaviors from lower centers
Schema Theory
Allows movement without sensory input
Generalized Motor Program (GMP): Abstract representation adaptable to different situations
Parameters can change (speed, force, etc.)
Dynamic Systems Theory
Movement = interaction of task, individual, and environment
No central command needed
Attractor States: Preferred movement patterns
Control parameters can cause phase shifts
Ecological Theory
Focus: Perception-action coupling
Environment provides affordances (action possibilities)
Perception drives movement
Degrees of Freedom
Number of ways joints/muscles can move
Challenge: CNS reduces DOF to control movement efficiently
Motor Synergies
Muscles/limbs work together as a unit
Reduces complexity of control
Feedforward
Anticipatory adjustments (open-loop control system)
Feedback
Sensory correction during/after movement (closed loop control system)
Closed-loop control system
AKA: Feedback or Reactive system
Self-correcting via feedback
🔹 Key Elements:
Executive – makes decisions based on errors
Effector – carries out decisions (muscles, limbs)
Comparator – reference for correctness
Error Signal – feedback used to adjust movement
Closed-loop control system
Used for continuous skills (e.g., walking, balancing)
Allows real-time correction
🔹 Examples:
Human body (homeostasis, balance)
Thermostat (electric iron, AC)
Water level controller
Servo voltage stabilizer
Open-loop control system
AKA: Feedforward or Predictive system
No feedback during execution
Open-loop control system
🔹 Characteristics:
Used for discrete skills (quick, one-time)
Advance instructions determine action
Not self-correcting during action
Error correction happens after the movement
examples:
Throwing a ball
Swinging a bat
Firing a gun
Bread toaster (time-based)
Electric hand drier
Individual differences
Definition: Stable and enduring differences between people in measurable characteristics or task performances.
These differences must be repeatable over time—not based on just one lucky or unlucky performance.
Individual differences
characteristics
Stable (not easily changed)
Enduring (last over time)
Repeatable (must show consistently across attempts)
Skills
Proficiency at a particular task
Upgraded ability (sharpened and trained)
Modified by practice (learned behavior)
Abilities
“Basic level of a task”
Part of the basic equipment people inherit to perform various real world tasks
Underlying factors (not yet completely refined; refinement stage)
Can lead to development of a skill (in-training level)
General Motor Ability Hypothesis
If you're good at one sport, you're probably good at others too.
An all around athlete is one who posses a strong GMA for skilled motor performance
Example: A student excels in football, basketball, and athletics due to strong general motor ability.
General Motor Ability Hypothesis
Single, inherited motor ability is assumed
Ability presumed underlies all related movements or motor tasks
Person with strong or high GMA could learn motor skills quicker and be got at a lot or all motor tasks
Edwin Fleishman
Reaction time
Response orientation
Speed of movement
Finger dexterity
Manual dexterity
Response integration
Physical proficiency abilities
reaction time
Responding quickly to a single stimulus | Start in a race |
response orientation
Choosing between multiple movements/stimuli | Batting in baseball |
speed of movement
Moving limbs quickly without a stimulus (goal: minimize movement time) | Swinging a bat, sprinting |
finger dexterity
Handling small objects with fingers and hands | Playing piano |
manual dexterity
Handling larger objects with hands/arms | Dribbling, juggling |
response integration
Combining many sensory inputs to act | Cheer stunts, quarterback plays |
physical proficiency
Basic physical fitness & strength traits | Strength, balance, stamina, etc. |
physical proficiency
Dynamic strength
Explosive strength
Gross body coordination
Stamina (cardiovascular endurance)
Others (agility, flexibility, balance, and equilibrium)
^^ group of tests = superb physical fitness
practice
#1 factor in learning
Practice ≠ Repetition Only
It’s not about mindless repeats.
Real practice = active learning and adjusting every time.
Repetition = repeating a movement again and again
This concept brings to mind the idea that repetitive movements somehow “groove” or “stamp in” a memory (more repetitions = deeper groove)
Specificity of Practice
“You learn what you practice.”
Skills improve in specific environments you train in.
Basis of the “home-field advantage”
Example: To play well in the rain, practice in the rain.
Sensory Feedback Matters
Visual, auditory, and tactile feedback from practice helps build skill memory. (Proteau)
Removing these during actual performance hurts performance.
Principles of Practice
practice is not repetition only
specificity of practice
sensory feedback matters
benefits of practice
effective performance
perceptual skills
attention
error detection
effective performance
Developing the capacity to perform some skill on future demand with proficiency and effectiveness
Movements become a skill because you do things with less effort & less time
perceptual skills
Efficient use of proprioception and exteroception to observe and analyze the environment and situation
You adapt: see patterns, hear, see, feel, and balance better
attention
Reduced capacity demands
Reduced attention that is demanded by tasks that are well learned
error detection
Ability to analyze own errors and make corrections in the moment (self-sufficient & don’t need other’s check for improvement)
Fitt’s 3 stages (perceptual-motor learning)
cognitive
fixation (associative)
autonomous
cognitive
(the first problem is overthinking)
You’re confused, thinking a lot, need coaching & guidance
Figuring out what to look at the environment
Movements are rough and uncoordinated
Cannot determine one’s errors
Fixation (associative)
(cognitive problems are solved)
Errors are fewer, movements smoother
Focus is shifted to organizing more effective movement patterns
Closed skills become routine (stereotypic); open skills become adaptable
Autonomous
(expert performance & high perceptual anticipation)
Skill is automatic
You can make higher-level decisions (strategy, emotion, multitasking) with less thinking (less cognitive)
Muscle memory
Bernstein’s 3 stages of learning
Stages of learning from a combined motor control and biomechanical perspective
Reduce degrees of freedom
Too many joint/muscle options — you reduce what you move to gain control
Fewer motion of body for conscious control
Attention is devoted to few degrees of freedom
Provides maximum control of significant aspects of action
release degrees of freedom
Release DOF that are not necessary to achieve success in the action
You start using more body parts efficiently (for power, speed, and faster & greater accumulation of forces)
exploit passive dynamics
You master using momentum, gravity, and muscle elasticity (help of physics hehe)
Efficient & Effective = Skilled
Bernstein’s 3 stages of learning
reduce degrees of freedom
release degrees of freedom
exploit passive dynamics