1/79
Looks like no tags are added yet.
Motor Performance
The observable, behavioral execution of a skill at a specific time and in a specific context. Performance is temporary and can fluctuate due to external factors.
Motor Learning
An internal, relatively permanent change in the capability to perform a skill resulting from practice or experience.
Why Learning Cannot Be Observed Directly
because learning is a change in n internal capability, it cannot be seen with the naked eye. Instead, it mist be inferred from relatively permanent improvements in performance observed over time
Temporary Performance influences
factors that alter performance temporarily without reflecting true learning
Temporary Performance influences (internal variable)
Fatigue, motivation, anxiety, or alertness
Temporary Performance influences (external variable)
Environmental cues, coaching feedback, or motivational climate
Linear curve
promotional improvements over time (real gains per trial)
Negatively Accelerated curve
Rapid initial improvement followed by smaller gains later (this is the most combining type of learning curve)
Postitive accelerated curve
little initial improvement followed by the rapid gains later
S shaped curve
A combination of positive and negative acceleration. Slow start, rapid middle, leveling at the end.
Performance Plateaus
A temporary period during period during practice where observable performance halts or flatteners. A plateau does not mean learning has stopped; rather, the learner may be undergoing cognitive reorganization, strategies shift, or fatigue accumulation
To prove learning has occurred, experiments use a three- part design
Acquisition phase, retention interval (rest period), and retention/ transfer
Acquisition phase
practice sessions where the skills is learned/ practiced. Temporary variables are present here
retention interval (rest period)
a significant delay (hours, days, weeks) designed to let temporary performance factors (like fatigue or immediate feedback effects) dissipate
retention/ transfer test
assessing performance after the delay
retention test
evaluates the persistence of performances capability on the identical task after a delay
different types od transfers
near, far, positive, negative, and zero
near transfer
transfer between tasks or contexts that share high similarity
Far transfer
transfer between tasks or context with distinct differences
positive transfer
poor learning enhances the performance of a new skill/ context
negative transfer
prior learning inferferes with or hinders a new skill/ context
zero transfer
prior learning has no impact on the new skills
specificity of practice and identical elements
learning is most effective and transfers best when the sensory, cognitive, and environmental characteristics of practice closely match the target test environment
Fitts and Posner’s three- stage model
Cognitive Stag, Associative, and autonomous
Cognitive stage
high attentional demand, heavy conscious processing, large and frequent errors
Associative stage
refining the movement pattern, fewer and smaller errors, increased consistency
Autonomous stage
movement execution becomes automatic, requiring minimal conscious effort, freeing attention for environmental observation
Bernstein;s degrees of freedom framework
deals with how the body controls its many joints and muscles
types of degrees of freedom
freeze, release, exploit
freeze degree of freedom
ridgeway locking or holding non essential joints static to simplify control during early learning
release degrees of freedom
unfreezing joints as skill level rises, allowing smoother, more fluid multi-joint movement
exploit degrees of freedom
fully leveraging passive forces, gravity, and momentum for highly efficient movement
Newell’s constraints- led perspective
movement solutions emerge from the dynamic interaction of three constraint categories
three categories of newels constrains led perspective
individual constraints, task constraints, Environmental constraints
individual constraints
structural (height, weight, body type) and functional (motivation, anxiety, and intent)
Task constraint
goals of the games, rules, and equipment libations
part practice
best for high- complexity ddilld that can be easily broken down into independent components
whole practice
best for low complexity, high organization skills where breaking the movement apartment disrupts its natural coordination dynamics
Autonomy
giving learners control or choice over practice elements (order of tasks, feedback timing) enhances learning
Attentional internal focus
directing attention to ones own body movement “focus on straightening your elbow”
attentional External focus
directing attention to the environmental effect of the movement
demonstrations and mental practice
modeling and moto imagery activate neural pathways similar to physical execution, facilitating learning
massed practice
practice concentrated in time with minimal or no rest intervals. Can cause fatigue and poorer retention
distributed practice
practice spread across longer or more frequent rest intervals within or across sessions
Why does distribution practice wins
it reduces physical/ mental fatigue, allows time for memory consolidation, and forces renewed retrieval effort upon returning to the task
constant practice
repeats one single version of a skill
variable practice
changes variations or environments, boosting long-term transfer
blocked practice
low contextual interference. relating the same skills continuously. Yields great performance during acquisition
random practice
high contextual interference. interleaving multiple skills unpredictably. impairs acquisition performance, but leads to superior retention and transfer
elaboration hypothesis
random practices forces learners to compare and contrast different tasks in working memory, creating richer memory trace
forgetting-reconstruction hypothesis
having to switch tasks force the learner to forget and then completely reconstruct the action plan anew for the next trial
intrinsic (inherent) feedback
optimal learning occurs when practice difficulty to the performer (visual, auditory, proprioceptive)
Augmented feedback
external information provided by a coach, video, or device
the two types of Augmented feedback
Knowledge of Results (KR) and Knowledge of Performance (KP)
Knowledge of results (kr)
feedback about the outcome of the movement relative to the environment goal (you missed wide right)
Knowledge of performance (KP)
feedback about the kinematic pattern or execution of the movement (you didn’t bend your knees enough)
The guidance hypothesis
frequent augmented feedback or physical guidance acts as a temporary crutch. It improves practice performance immediately, but prevents the learner from delving independent error- detection mechanisms, hurting long-term retention
Feedback reduction schedules (to beat the Guidance Hypothesis
Faded, bandwidth, summary, self-controlled
Faded feedback
high frequency initially, systematically reduced over time
bandwidth feedback
given only when errors exceed an acceptable threshold
summary feedback
provided for a whole block of trials after the block is finished
self-controlled feedback
provided only when the learner explicitly asks for it
Fitts’ law
predicts (MTMT) for rapid aiming tasks based on movement amplitude (AA) and target width (WW) using the index difficulty (IDID)
Schmidt’s impulse-variability Hypothesis
for rapid, open-loop movements, increasing speed or force increase motor noise/ force variability, which directly increase endpoint spatial error
interlimb coupling
the natural biological tendency for paired limbs to coordinate their timing and spatial paths
Kelso’s Phase Transitions:
As movement frequency increases, unstable anti-phase coordination spontaneously breaks down, triggering a phase transition into stable in-phase coordination.
Postural Control Terminology
Center of Mass, Base of Support, Center of Pressure (COP), Postural Sway
Center of Mass (COM)
The weighted average location of total body mass.
Base of Support (BOS)
The boundary area defined by all points of contact with the ground.
Center of Pressure (COP)
The point where vertical ground reaction forces are applied under the feet.
Postural Sway
Natural, ongoing micro-fluctuations in body position during quiet standing.
Balance Recovery Strategies:
Ankle, hip, stepping
Ankle Strategy
Used for small/slow perturbations on a firm surface; muscle activation proceeds distal-to-proximal.Hip Strategy
Hip Strategy
Used for large/fast perturbations or narrow support surfaces; muscle activation proceeds proximal-to-distal.
Stepping Strategy
Used when a perturbation displaces the COM outside the BOS, requiring a step to re-establish a new BOS.
Prehension Components:
Transport, Grasp, Grip Aperture
Transport Component
Reaching the arm out to bring the hand to the object.
Grasp Component
Shaping the hand/fingers to match object geometry.
Grip Aperture
The maximum opening distance between thumb and index finger during transport before scaling down to touch the object.
Relative Age Effect (RAE)
A systemic phenomenon in youth sports where children born early in a selection year cutoff exhibit early physical/maturational advantages, leading to disproportionate selection, coaching attention, and long-term opportunity.