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Attention
Concentration, awareness, cognitive effort
Multitasking
Simultaneous performance of multiple skills
Visual Search
actively scan environment to locate relevant cues to guide actions and decisions
The “Quiet Eye”
Final, steady visual fixation just before and during movement initiation
Automaticity
Performance of a skill with little to no conscious attention
Fitts and Posner 3 Stage Model
Cognitive stage, associative stage, autonomous stage
Cognitive Stage
Learner thinks about how to solve motor problems (many errors awkward movements, object manipulation is difficult)
Associative Stage
Learner connects environment cues with movements (reinforces performance for consistency)
Autonomous Stage
Learner can perform the skill smoothly and consistently without consciously thinking about each movement
Memory
The capacity that permits organisms to benefit from past experiences
Working memory
Associated with sensory, perceptual, and attentional process (temporary information storage and manipulation)
Long-term memory
Permanent storage of information (relatively permanent and almost limitless)
Explicit (declarative) memory
Involves consciously remembering facts, information, and past experiences that you can put into words.
Semantic memory
Facts and knowledge
Episodic memory
Personal experiences
Encoding
Converting sensory input into a form that can be stored
Rehearsal
Mentally repeating information
Consolidation
Stabilization in the brain during sleep
Maintenance
Occasional retrieval/rehearsal of information
Retrieval
Accessing information when needed
Trace decay
Memories fade with time
Proactive interference
Older memories interfere with ability to learn/retrieve new memories
Retroactive
Newer information interferes with retrieval of older memories
Encoding Specificity Principle
Memory is improved when context and clues that were available at the encoding are also available at retrieval (can be physical locations, an emotional state, skill context, etc.)
Performance
Demonstrating a skill at a specific time in a specific situation
Learning
Relatively permanent improvement in capability to peform a skill
Six Skill Characteristics
Improvement, consistency, stability, persistence, adaptability, reduced attention demands
Improvement
“getting better” over a period of time
Consistency
Less fluctuation from one performance to another
Stability
Action in changing environments (stress, weather, obstacles)
Persistence
Permanence, how long improvement lasts
Adaptability
Performance in new situations where something is different
Reduced attention demands
Automaticity
Performance Learning Curves
Evidence of observed improvement and consistency (linear, negatively accelerated, positively accelerated, ogive/s-shape)
Linear Learning Curve
Constant rate of improvement
Negatively Accelerated Curve
Rapid early improvement, slows later
Positively Accelerated Curve
Slow early improvement, picks up later
Ogive/s-shape Curve
Slow early improvement, accelerated in the middle, slows towards the end
Retention Tests
Permanence of performance level (assess skills after a rest interval with no practice, compared to initial performance)
Transfer Test
Adaptability in a new context or variation (ex. playing a different sporty that is similar to yours)
Coordination Dynamics
Measure movement organization characteristic (observe pattern stability and transitions)
Learning Assessment Techniques
Performance learning curves, retention tests, transfer tests, coordination dynamics.
Plateau
Temporary leveling off of performance even though practice continues
Gentile’s Two Stage Model
Describes learning process from the learner’s perspective (initial and later stages).
Initial Stage
“Getting the idea of movements” (this is where the learner works to achieve basic movement coordination patterns)
Late Stage
Fixation and diversification (This is where the learner becomes more adaptable, is more consistent, and is more efficient)
Specificity of Learning (practice) Hypothesis
Skills and knowledge acquire during practice are most effectively transferred to similar performance contexts.
Transfer of learning
Influence of previous experience on learning a new skill and performing a new skill in a new context
Positive Transfer
Previously learned skill facilitates learning of a new skill due to similarity of perceptual-contextual elements motor patterns or strategies (an old skill helps you learn a new skill)
Negative Transfer
Previously learned skill interferes with learning a new skill due to the incompatibility of motor programs or cognitive processes and environmental contexts or movements being similar but requiring different responses (an old skill makes it harder to learn a new skill)
Bilateral Transfer
Transfer of learning from one limb to another (practice with one side improves performance with the unpracticed side)
Invariant Feature
Parts of a skill that remain consistent from one performance to the next (ex. shooting a basketball stays the same regardless of distance)
Relative Timing
The amount of time spent on each part of a movement compared to the total time needed to complete the entire movement (ex. the backswing part of a golf swing).
Relative Force
The proportion of force used during different parts of a movement compared to the total force of the movement (ex. signing name)
Timing of Demonstration
Prior to practice, interspersed throughout practice, or at the conclusion of practice
Cognitive Mediation Theory
People learn by watching a model, mentally processing what they observe, and then using that information to perform the skill themselves.
Dynamic View of Modeling
People learn by observing the overall movement pattern and adapting it to their own abilities and the environment rather than simply copying every movement exactly.
Task Intrinsic Feedback
Information you receive naturally through your own senses while performing a movement (sensory/visual/tactile information)
Augmented Feedback
Additional information provided by an outside source to help improve performance.
Types of Augmented Feedback
Knowledge of Results (KR) and Knowledge of Performance (KP)
Knowledge of Results (KR)
Outcome focused feedback on results of skill attempt, tells you if you achieved your goal (ex. a learner is told they made 8/10 freethrows)
Knowledge of Performance (KP)
Technique focused feedback about movement characteristics, focuses on the quality of movements (ex. a learner is told they need to keep their elbow aligned when shooting).
Verbal KP
Descriptive KP and Prescriptive KP
Descriptive KP
Tells the learner what they did (identifies error)
Prescriptive KP
Tells the learner what they should do (gives corrections)
Concurrent Feedback
Feedback provided during the skill performance (can create dependency if overused)
Terminal Feedback
Feedback provided after the skill is complete (encourages reflection and long-term learning_
Guidance Hypothesis
Augmented feedback on every trial guides learner to successful practice performance, but results in poor learning and retention due to learner dependency.
Techniques to Reduce Augmented Feedback Frequency
Faded, bandwidth, summary, average, learner regulated
Faded Feedback
High frequency of feedback at the beginning, then tapered
Bandwidth Feedback
Feedback when performance is outside acceptable range.
Summary Feedback
Feedback after block of trials (can be on individual attempts, but only after multiple tirals)
Average Feedback
Feedback based on movement characteristics across several trials (on overall pattern)
Learner Regulated Feedback
Feedback is given when requested by the learner