1/136
Looks like no tags are added yet.
Name | Mastery | Learn | Test | Matching | Spaced |
---|
No study sessions yet.
feedback
generic term that describes information a person receives about the performance of a skill during or after the performance
2 types of feedback
task intrinsic feedback + augmented feedback
task intrinsic feedback
sensory related information you get about what you’re doing while performing a skill, after you perform the skill
info from our own sensory system
see, feel, hear, primarily during sports situations
performance related sensory information that is naturally available to the performer
augmented feedback
task extrinsic feedback
info person gets about a performance fr outside sources
information adds to or enhances the task-intrinsic information
types of task intrinsic feedback
visual, tactile, auditory, proprioceptive (info thats naturally available to the performer)
examples of augmented feedback
software, technology, coach, instructor, therapist
when used poorly, eliminates performer’s ability to interpret task intrinsic information
incorrect use of augmented feedback
types of augmented feedback
knowledge of results
knowledge of performance
knowledge of results definition
performance related information about the outcome of the performance
info person can’t get on their own abt outcome
knowledge of performance definition
performance related information about the movement characteristics that led to the outcome of the performance
info on how body is moving
situations where augmented feedback can be essential for skill learning
critical task-intrinsic feedback is not available
person is not capable of detecting the critical task-intrinsic feedback
person is not capable of interpreting the critical task-intrinsic feedback
EX/ obstructed view
part of big team w/ lots of people + being instructed, can’t see
→ being denied critical task-intrinsic feedback
→ need augmented/extra info to sub for task-intrinsic feedback
critical task-intrinsic feedback is not available
(due to injury) maybe to sensory system component
→ need augmented feedback
person is not capable of detecting the critical task-intrinsic feedback
happens w/ beginners
can see, hear, feel what’s going on but don’t know what it means
need augmented source to provide knowledge
person is not capable of interpreting the critical task-intrinsic feedback
when augmented feedback slows/hinders skill learning
erroneous KR or KP
concurrent presentation of KP
KR or KP presented too frequently
erroneous = wrong/inaccurate
erroneous KR or KP
getting information abt how we’re moving while performing the motor action
biofeedback
concurrent presentation of KP
2 issues w/ content of augmented feedback
errors V correct aspects of performance
KR vs KP
error related information
action goal achievement role
give people info abt what they’re doing wrong + take info
→ used in a way where they want to accomplish goal
correct
motivation role - helps them continue on
ppl like activities they’re good at, giving correct aspects help w/ motivation
combine both for needs of the learner
some people work better w/ one or the other but combining both = compliment sandwich
which type of information do we give the learner - errors V correct aspects of performance
confirm subjective assessment of task-intrinsic feedback
“that felt fast” → looking 2 running time + confirming feeling of how fast they were running
determine performance outcome when task-intrinsic feedback is not available
seeing a performance → augmented info helps supplement task intrinsic info thats not available
motivate the person to continue
speed training situations + using timing gates
get more motivated athletes when timing them vs running w/o a timer
establish a discovery learning practice strategy
give people KR → get outcome related information
if outcome isn’t good or what they want → movement is modified
individual has to explore proper mvmts to get outcome
benefits of knowledge of results
learn skills w/ specified movements - outcome is assessed by movement characteristics
EX/ dancing
activities judged/valued based on mvmt characteristics
improve specific movements or correct specific movement errors
learn to activate specific muscles
facilitate learning when KR is redundant w/ task intrinsic feedback
benefits of knowledge of performance
working w/ King James on free throws
shoots + misses + you say he missed the free throw
REDUNDANT because he can see
what does he want to know
what he can do fr a movement standpoint to improve his freethrow
knowledge of results or knowledge of performance
1 is not better than the other
people have specific strengths + weaknesses
KR is used to establish discovery learning
KP used to monitor movement processes over time
used together to get complete picture
types of knowledge of performance
descriptive KP
prescriptive KP
descriptive knowledge of performance
KP describes error
→ elbow too far fr body
later stages of learning
ppl don’t need to know how to correct cause they alr know
prescriptive knowledge of performance
KP describes error + prescribes how to correct it
→ elbow too far fr body, imagine theres a towel underneath armpit
initial stage of learning
initial stage of learning + video replay
provide attention-directing or error-correction cues
later stages of learning + video replay
some assistance may be needed, but attention-directing cues may help
seasoned ppl can usually figure things out by themselves
timing of augmented feedback
concurrent + terminal augmented feedback
time intervals related to terminal augmented feedback
frequency concerns
concurrent feedback definition
augmented feedback available during the performance of a skill
→ EX/ getting feedback during motor skill = cheapest form of biofeedback motor system can get
seeing yourself in third person = augmented feedback thru mirror
terminal feedback definition
augmented feedback available after the performance of a skill
→ EX/ getting info after performance of a skill
throwing a ball + radar gun telling you how fast you threw ball + how much spin you had on ball
facilitate the learning of skills in which critical task-intrinsic feedback is difficult to interpret
learning to activate specific muscles
learning to produce a specific movement force
hinder or slow the learning of skills by leading to a dependency on the feedback
→ EX/ performance poorer w/o feedback than with it → become dependent
things concurrent feedback can do
time intervals related to terminal augmented feedback
different time points within a terminal augmented feedback situation + highlights importance of team role that task intrinsic feedback has w/ augmented feedback
what is n in time intervals related to terminal augmented feedback
completion of rep/trial/performance
KR-KP delay interval
from completion of trial to when augmented feedback is given
allows individuals interpret task intrinsic feedback
what it feels like, what it sounds like, what it looks like
what happens if we move KR-KP delay interval
replaces task intrinsic to augmented feedback
not good because irl situations, don’t always have task intrinsic feedback
after the KR-KP delay interval, KR KP given
augmented feedback provided
post KR-KP interval
time for them to associate task intrinsic feedback w/ augmented feedback
after we give them feedback we want to give them time to think about how they felt + the info they were given
research on KR-KP delay interval length says
need minimum length
need time to interpret task intrinsic feedback
don’t have maximum length
research on KR-KP delay and post KR interval - activity during the interval says
most have no effect
some hinder learning
similar learning processes required for both
some beneficial for learning
subjective error estimation for delay
→ throwing a ball + asking error estimation of how fast it was
research on post-KR-KP interval says
need minimum length
min. length needed for augmented feedback to be effective
time to think abt task intrinsic + augmented feedback together
don’t have maximum length
traditional view
current view
Frequency of presenting augmented feedback
augmented feedback for every trial - 100% frequency is best for learning
traditional view
less than 100% frequency is best for learning
based on research that has investigated several types of techniques that reduce augmented feedback frequency
current view
increases problem solving activity
guidance hypothesis
why less than 100% feedback is better for learning
less frequency allows person to more actively use their own problem solving strategies
give less feedback, individual learns how to move better on their own
100% frequency directs problem solving activity fr the instructor’s POV
individual isn’t solving the problem, practitioner is
increases problem solving activity - why less than 100% is better
beneficial performance effects of receiving augmented feedback on every practice trial become negative learning effects
giving 100% freq. → individual gets good too fast + effects don’t last when given test of learning
become dependent on augmented feedback
guidance hypothesis - why less than 100% is better
4 techniques that reduce augmented feedback frequency
fading technique
performance bandwidth technique
learner requested feedback technique
summary technique
described by Winstein + Schmidt
systematically reduced KR frequency fr every trial to 2 per 8 trials
fading technique led to better learning than receiving KR every trial
fading technique
give ppl parameter of success + if within
→ no feedback
→ if out of parameter → give feedback
leads to less than 100% frequency
results in better learning than KR/KP every trial
performance bandwidth technique
KP/KR only given when learner asks for it
leads to a less than 100% frequency
results in better learning than KR/KP every trial
learner requested feedback technique
KR/KP given for a set of trials
amt of KR/KP is same as 100% frequency but given less frequently during a practice session
results in better learning than KR/KP every trial
give feedback abt every single trial but not after every trial; highlights timing of feedback
summary technique
are analysis + instruction the same thing
no, they are not the same
what people should do kinematically/kinetically, outcome measures or performance production measures, or biomechanics of it
needs to be translated into instruction, information that student/client can use to better understand analysis
analysis is for you; translated into instruction by provider
analytical components of skill
EX/ biomechanics class = analysis
motor control = instruction
analysis V instruction
learning of a skill that results from the direct observation of a person (or people), performing, or learning
demonstration
viewing a video demonstration/live demonstration
observational learning
applied reason
theoretical reason
why study demonstration
demonstration is one of the most commonly used instructional strategies in skill learning contexts
applied reason
we can gain insight into the role of vision in the control of coordinated action + the learning of motor skills
theoretical reason
the pattern of movement used by the performer to achieve the action goal
Gentile’s initial stage of learning goal
invariant characteristics of GMP
order parameters of a coordinated movement pattern
what does the individual see during a demonstration
acquire a movement coordination pattern
gentile’s initial stage of learning goal
learners observing a model/videos/performance see invariant characteristics
sequence of events, relative timing, relative force
what are the invariant characteristics for schema theorists
seeing in phase/out of phase
seeing order parameters
dynamical systems standpoint of demonstration
visual perception of motion
movement analysis of novices
2 types of research on demonstration
evidence fr use of the ‘point light technique’
put markers on joints of body + reflect light off those markers, computer sees/takes in how joints are moving in relation to one another, not entire image
EX/ people quickly + accurately recognize different gaits w/o seeing the entire body
visual perception of motion
schoenfelder-zohdi experiment
gave 1 group demonstration + another group no demonstration
people that viewed skilled model → faster acquiring of optimal movement pattern
movement analysis of novices
limited research evidence, but YES
timing → want to give before people start practicing
demonstrate as much as you can prior to physical practice or as much as they need
want to give different views + show as many times as they need
wean off demonstration
does demonstration frequency + timing influence skill learning?
when learning a timing characteristic of a skill
auditory modeling = timing
want to give auditory modeling → right perceptual avenue for person to acquire aspects of skill they’re trying to learn
hard to see timing but easy to hear timing
when can auditory modeling be more effective than visual modeling
limited attention capacity
influence on action goal achievement strategy
speed V accuracy
movement form V outcome
gymnastics + ballet = mvmt form
basketball + baseball = outcome goal
where instructions focus the person’s conscious attention when performing a skill
movement V movement effects
environmental context regulatory conditions
points to consider when giving verbal instructions
force a type of attentional focus
provide info about movements or affects of movement focus on regulatory conditions
verbal instructions…
internal focus of attention
body/limb movements
external focus of attention
movement effects
where should instructions tell a person to focus their attention when performing a skill
verbal instructions that relate to their body or limbs + how they move
internal focus of attention
given instructions but they’re focusing on the effects of their body movements
EX/ coaching a baseball player
on their swing = internal
concentrate on bat = external
external focus of attention
research evidence supports benefits of external focus of attention leads to better learning over internal focus of attention
closed skills
research evidence shows benefits of external focus of attention
open skills
environmental context feature that contains the most relevant information for performing the appropriate action
identifying regulatory conditions → need to give most amt of info because you’re giving verbal instructions that are associated w/ actions + goals
adding regulatory conditions → lots of info to take in w/ limited attention capacity
instructions should direct attention to
asking people abt a situation + not being able to give specific answer, but can demonstrate high lvl skill
learning w/o knowing we learned it
don’t want to verbally evaluate people on their learning + may not know/verbalize that they can do something
have people show instead
learner does not need to be able to verbally describe the environmental context information he/she uses to perform the skill [implicit learning]
internal
extend your knees as rapidly as possible
external
jump as close to the target as possible
jumped further than internal group
higher peak force (max value, no time component)
higher projection angle
*no diff in peak force value or impulse (measure of force, how bouncy it is, how much time person is spending on the ground)
standing long jump experiment
“jump as far as you can. While you’re jumping think abt jumping as close to the green target as possible”
not giving specific instructions
external focus of attention
“jump as far as you can. While you are jumping, I want you to think about extending your knees as rapidly as possible”
gets idea on how to do movement well + how to jump further
internal focus of attention
optimal projection angle is abt 45 deg
external group has best optimal projection angle
better navigate hor + ver direction
internal jumping @ 50 deg
higher projection angle + goes higher into air → losing hor distance
standing long jump performance
internal focus results in conscious attempt to control movements, which interferes w/ automatic motor control processes
external focus of attention allows the motor system to self-organize naturally ‘unconstrained’ by the conscious attention to control movements
Wulf, McNevin, Shea hypothesis
need to make sure verbal instructions don’t interfere w/ things that happen automatically
athletes primarily used internal focus of attention during competition
practitioners should focus on movement effects when providing instruction
athletes could’ve gotten better results if they used external focus of attention
Porter, Wu, Partridge
elite athletes reported that their coaches provided movement based instructions during practice
assess mobility, range of motion, asymmetries
used to detect deficiency
movement screens
functional movement screen (FMS)
nine-battery test for athletes
national academy of sports medicine corrective exercise specialist
united states tennis association high performance profile
movement screen options
overhead squat task w/ 2 diff types of instruction - internal + external
in 1 he gets lower → external
greater squat depth w/ external focus of attention
internal
not as low of a squat
STAR sport training + research
a practice strategy that involves practicing a skill as a whole
in its entirety
whole practice
a practice strategy that involves practicing parts of a skill
part practice
you want a person/group to learn a new skill
will the person/people learn the skill better if they initially practice the skill:
as a whole
in parts before practicing the skill as a whole
practice condition problem
base the decision to use a whole or part practice strategy on the complexity + organization characteristics of the skill
complexity + organization characteristics of skills
number of component parts of a skill range from
low (one) → high (many)
continuing complexity + adding parts → more/higher complexity
complexity
relationship between parts of a skill range from
low (independent) → high (interdependent)
how related the parts are to one another
one part not dependent on another part of the skill → low organization
one part highly dependent on another part of the skill → high organization (interdependent)
organization
use for skills w/
few parts +/or interdependency among parts
A + B highly related/highly organized
if movement A needs to be highly successful for mvmt B to occur → highly organized
provides opportunity to perform all the spatial-temporal coordination requirements of the skill
whole practice strategy
use for skills w/ independent parts
complexity is high + organization is low if movement A fails it doesn’t affect movement B
provides opportunity to focus attention to a specific component or feature of the skill
focus on specific aspect of skill
EX/ action w/ 5 movements
practicing mvmt 4
part practice strategy
where you should position things
spatial requirement
timing characteristics
temporal requirement
should be in a specific spot @ a specific time
spatial + temporal requirements are dependent on one another
fractionation
segmentation
simplification
part practice strategies
relates to skills that require asymmetric bimanual coordination
3 step practice sequence
practice hand w/ more difficult part
practice other hand
practice w/ both hands performing simultaneously
high in complexity + low in organization
fractionation