1/48
learning theories, stages of learning, guidance
Name | Mastery | Learn | Test | Matching | Spaced |
|---|
No study sessions yet.
Operant conditioning
learning using trial and error and conditioning the most effective response through practice
reinforcement
Anything that increases the likelihood that a response will occur
behaviourist theories
They are based on the idea that all behaviours are acquired through conditioning. The conditioning occurs through interaction with the environment. Our responses to the environment shape our actions.
B.F Skinner
Observed rats in a box with a bar which could be pressed to obtain food, rats quickly learnt that they gained a reward, so this behaviour was reinforced
satisfier
an action that gives a pleasant feeling so that the response is likely to repeated
annoyer
an action that creates disappointment and unease, meaning that the incorrect response is avoided in future.
positive reinforcement
Involves an additional, pleasant stimulus which increases likelihood that behaviour will happen again as a favourable event or outcome occurs after behaviour. E.g. a coach giving a sweet to a tennis player when their serve lands in
negative reinforcement
Removal of a negative or unpleasant stimulus after correct response in order to strengthen a behaviour and avoid an unpleasant situation e.g. taking a negative criticism away when action is performed appropriately.
punishment
Involves presenting an unpleasant stimulus to weaken behaviour and prevent unsuccessful action from happening again e.g. getting sent off for foul play. The action should not be repeated due to the punishment received.
thorndike’s laws
developed to help strengthen the SR bond when using operant conditioning
law of exercise
skills improve through training so you train with more focus e.g. doing 100 netball shots a day every day
law of effect
positive outcome or satisfaction from practice makes you continue e.g. once they start scoring the shots consistently, they will gain more confidence and motivation and so will keep going
law of readiness
you need to be physically and mentally strong enough to do the skill you are practicing or learning e.g. they must be strong enough and coordinated enough to shoot the ball into the hoop.
cognitive theory of learning
A Gestaltist view of learning where a skill should be learnt in its entirety using whole practice.
insight learning
This is using problem solving and using memory of effective experiences to solve a new challenge.
intervening variables
These are the mental processes involved in decision making
advantages of cognitive theory of learning
Performer can become more independent and self correct during a game
They can adapt better to situations
They could make quick progress
They develop a kinaesthetic feel
disadvantages of cognitive theory of learning
Using whole practise might be a problem if the skill is too difficult or dangerous or if the performer is a beginner.
Learning could be slower if the performer doesn’t understand what to do and therefore might lose motivation
They might not have any past experiences to draw on.
social/observational learning
Based on watching and copying behaviour and social interactions from significant others. ( based on banduras 4 processes)
attention
the performer must be paying attention to the demonstration - amount of attention paid will be influenced by the perceived attractiveness or competence of the model
retention
the performer must be able to remember the demonstration - creating a mental picture in their head
motor reproduction
the performer must be physically and mentally able to carry out the skill being demonstrated- demonstrations must therefore be matched to the capabilities of the learner
motivation
the performer needs to want to carry out the skill - external reinforcement will increase motivation
significant others
these are people who are role models to us. They are important to us and therefore we are more likely to pay attention to them and copy their behaviour.
cueing
identifying important cues or stimuli for example watching the arms of your opponent when receiving a serve in tennis.
cognitive stage of learning
First stage of learning - lots of trial and error, meaning lots of mistakes, movement is jerky, uncoordinated and inconsistent, lack of fluency and needs extrinsic input as lack of kinesthesis.
associative stage of learning
Second stage of learning - reduction in mistakes and trial and error. Movement is becoming more fluent and consistent. Performer is developing kinesthesis, tends to be the longest phase of learning and some will never leave it
autonomous stage of learning
Third stage of learning - movement is fluent, accurate and habitual ( can be performed in range of environments), little to no conscious thought about the movement, instead attention can be given to tactics and adaptations.
things a coach/ teacher could use
Positive feedback or reinforcement |
Allowing lots of time to practise |
Helping performers to understand what went wrong by identifying aspects of the performance that they need to improve and helping them to be able to feel this themselves |
Giving lots of verbal guidance to highlight key parts of the skill |
Physically supporting them through the skill to reduce the aspect of fear. |
grooved
a skill that is over learnt
verbal guidance
telling a performer how to perform the skill
verbal guidance strengths
More effective for associative/autonomous learners as they know more specific terminology
Questioning techniques can lead to more efficient learning
Can be motivational and give confidence
Can be quick
Can be used during Matchplay
verbal guidance weaknesses
If inaccurate, it can lead to incorrect performance
Can be too much for the performer of a beginner and therefore not effective in cognitive stage of learning
Can lead to information overload
Can be boring
Can be confusing if sport specific terminology is not known
visual guidance
showing a performer how to perform a skill
visual guidance strengths
Helps the performer create a mental image
Helpful for beginners as it breaks the skill down and shows how to successfully complete
Encourages observational learning
Gives better understanding of the skill -> good for cognitive learners
Is more effective if done by a role model
visual guidance weaknesses
Demonstration could be inaccurate or aimed at wrong level of performance
May be too quick for performer to process
Static images don’t show how the movement is produced
Demonstration could be unclear to the performer - so is best combined with verbal guidance.
mechanical guidance
using aids or equipment
mechanical guidance strengths
Can reduce fear
Can help performer carry out complete or dangerous skills to build confidence and motivation to get over fear
Can be used to isolate part of the skill to practice or develop
Can be useful for all stages of learning
mechanical guidance weaknesses
Performer may become too reliant and not develop ability to complete the skill independently
Can lead to a false sense of kinaesthesis
Can restrict the performer so that they are not fully able to perform the skill
manual guidance
using physical support from another person e.g. coach
manual guidance strengths
Can reduce fear
Can improve confidence and motivation
Can give a clearer understanding of how to perform the skill
Can be used to practice or isolate a particular part of the skill to improve
manual guidance weaknesses
Proximity of coach may be uncomfortable for performer
Performer may become too reliant on the support and not fully participate in performing the skill when practicing it which could reduce motivation
intrinsic feedback
type of continuous feedback that comes from the proprioceptors - nerve receptors found in muscles, ligaments and joints that pick up movement information
extrinsic feedback
feedback that comes from external sources - for example, from a teacher or from a coach.
positive feedback
reinforces skill learning and gives information about a successful outcome
negative feedback
information about an unsuccessful outcome, which can be used to build more successful strategies.
knowledge of results
a type of terminal feedback that gives the performer information about the end result of the response
knowledge of performance
information about how well the movement is being executed, rather than the end result.
performance
a temporary measurement which can alter from time to time. It differs from the term learning in that learning is relatively more permanent.