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Discrete Task
has a defined beginning & end
ex. throwing a ball, performing a squat, & shifting gears
Continuous Task
does not have a defined beginning and end
ex. running, mixing cake batter
Serial Task
a series of discrete tasks strung together
ex. gymnastic routine, throwing a javelin, & driving a manual car
Open Skill
one for which the environment is variable & unpredictable during the attention
Can’t control the actions of other people
Ex. team sports such as soccer, a police traffic stop
Closed Skill
a skill that occurs in a closed environment, so the skill is performed in a predictable environment where the performer controls the timing & technique is the same
ex. swimming in a empty lane in a pool, shooting a basketball in an empty gym
Task Perspective
Task organization (discrete, serial, continuous)
Cognitive Elements (motor or cognitive)
Environmental Predictability (closed or open)
Motor Skill
emphasizes the quality of movement that makes the skill successful
Correct performance
Decision making is minimized & motor performance is maximized
Cognitive Skill
the movement is less important than the actual decision guiding the movement
Emphasis placed on what to d
Decision making is maximized & motor control is minimized
ex. chess
Performance Proficiency Perspective
Maximum Certainty - able to meet performance goals or results with certainty, high degree of certainty on demand
Minimum Movement Time - able to perform skill in the shortest amount of time possible
Minimum Energy Expenditure - reduction of unwanted or unnecessary energy
Motor performance
observable & influenced by motivation, attentional focus, fatigue, & physical conditions
fluctuates
Motor Learning
an internal process that determines capability, improves with practice, often based on observing a person’s stability of motor performance, & is stable over several observations under varied circumstances
Motor Skill vs. General Movement
Motor skill = goal directed activity that can be assessed by quality of movement & requires voluntary control to achieve a specific objective
General movement = motion of the body regardless of it having a goal or level of mastery
Cognitive Learner
(beginner) learner builds a conscious understanding of a new skill & figures out what the task requires
Associative Learner
(intermediate) learner refines a skill, reduces error, & goes from relying on external cues to relying on internal feedback
Autonomous Learner
(advanced) skill learning becomes automatic, smooth, & unconscious
Stimulus Identification (information processing stage)
a sensory stage, that decides whether a stimulus is present, components of stimuli are assembled through this stage, & patterns of movement are detected
Response Selection (information processing stage)
provides information about the input, decides what response to make given the nature of the situation, transition between stimulus identification & movement programming
Movement Processing (information processing stage)
organizing the motor system to make the desired movement
before producing a movement, the system must ready the lower level mechanisms in the brain stem & spinal cord for action & retrieve & organize a motor program
Reaction Time
measures the speed & effectiveness of decision making, it is the period of time when the stimulus is first presented to when the movement time begins
important in sports because athletes need to be able to quickly process & respond to external stimuli
Movement Time
period of time from beginning of response until completion of the movement
Response Time
reaction time + movement time
Simple Reaction Time
when there is one stimulus and one response
it is the fastest
Choice Reaction Time
interval of time between the presentation of one of several stimuli & the beginning of several responses
Hicks Law
states that there is an increase in reaction time due to a greater number of S-R alternatives
When number of stimuli increases so does reaction time
As number of stimulus response alternatives increases choice reaction time increases in a linear fashion
Stroop Effect
A mental experiment showing that humans are able to process two stimuli in parallel during the stimulus-identification stage and that processing more than one stimulus results in longer information-processing time
Parallel Processing
when information is automatic other tasks can be processed simultaneously
occurs in the stimulus identification stage, some sensory information can be processed in parallel without much interference - without attention
Controlled Processing
deliberate & require consciousness, slow, serial, attention demanding, voluntary, & more prominent during the early stages of learning
Controlled = Cognitive
Automatic Processing
quick, parallel, not attention demanding, involuntary, prominent during later stages of learning, takes lots of practice, most beneficial in stable & predictable environments
Automatic = Autonomous
Spatial Ancticipation
the ability to anticipate performance movement (ex. anticipating where the opponent will hit the shot in badminton)
Temporal Anticipation
ability to predict the time course of the event → when it will occur
ex. the snapping of the ball in football
Limited Attentional Capacity
a strict ceiling on the brain’s ability to process, select, & focus on incoming information at any given moment
attention is a limited mental resource that is related to information processing capabilities & limits on human skilled performance
Limited & serial
Selective Attention
what you are paying attention to in the moment & time
focusing on specific stimulus while ignoring other competing background distractions
Inattentional Blindness
we can miss seemingly obvious features in our environment & when we are engaged in attentive visual search
Automobile accidents seem linked to this philosophy
Sustained Attention
after a period of time the task of concentrating on a single target of our attention becomes a progressively more difficult chore
factors known to affect vigiilance include motivation, arousal, fatigue, & environmental factors
Who, what, & where
who = person/learner
what = the skill
where = type of environment