PE Exam Notes

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Last updated 11:43 PM on 10/7/26
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162 Terms

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Sport specific skill

Advanced versions or combinations of fundamental motor skills relevant to the rules and equipment of a sport.

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Fundamental motor skill

Foundational skills that provide the basis for the development of sport specific skills.

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Fine motor skill

A skill that recruits smaller or less muscle groups, which is focused on precise and controlled movements.

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Gross motor skill

A skill that recruits larger or more muscle groups, which is focused on producing speed or force.

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Discrete skill

A skill with a distinct beginning and end.

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Serial skill

Several skills performed in a coordinated sequence.

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Continuous skill

A skill with no clear beginning and end.

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Open skill

A skill performed with little to no control over the environment.

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Closed skill

A skill performed with the greatest control over the environment.

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Intertrial variability

Higher variability skills are more open.

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Pacing

Self paced skills are more closed.

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Predictability and stability

Higher predictability and stability are more closed.

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Cognitive learner

A person who has had little to no exposure to a particular movement skill and asks a lot of questions, often inconsistent in skill execution.

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Associative learner

A person beginning to refine their technique and success in a particular movement skill who can sometimes detect and correct their own errors.

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Autonomous learner

A person who can complete a skill automatically in various settings, able to recognize and correct their own errors with high consistent performance.

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Attention

Amount of conscious thought required to complete a movement skill.

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Error

A skill performed incorrectly or which does not achieve its intention.

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Continuum of learning

A spectrum from cognitive to autonomous in which all learners can be placed.

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Enabler

Something or someone that has a positive influence on one's participation and skill development.

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Barrier

Something or someone that has a negative influence on one's participation and skill development.

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Family

Initially the most powerful influencer on participation in physical activity.

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Peers

During school years, the desire to belong to a peer group can influence participation in physical activity.

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Community

The social and cultural characteristics of a community can influence participation in physical activity.

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Motor skills, participation and performance

If a person is unable to perform fundamental motor skills, their participation is likely to decrease, which will also decrease their performance.

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Qualitative movement analysis (QMA)

Used to assess movement then improve movement which will lead to an increase in performance.

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Preparation

Involving the collection of all relevant information including a purpose, knowledge of the skill, amount of observations to be made, and method of observation to be used.

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Observation

Involving watching the skill be performed either live or digitally.

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Evaluation

Involves judging the quality of the skill that was observed and how it may be improved.

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Error correction

Involves addressing issues or weaknesses observed using coaching.

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Validity

Refers to whether a test measures what it is intended to measure.

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Reliability

Refers to if a test will produce the same or similar results when repeated.

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Inter-rater reliability

Refers to the degree of agreement amongst different observers.

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Intra-rater reliability

Refers to the consistency of scores given by the same assessor.

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Linear acquisition

Based on a learner moving through predictable, step by step stages of skill development.

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Non-linear acquisition

Acquiring skills through a non-fixed path may involve rapid change and regressions.

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Direct coaching

Where feedback is generally given on every attempt and the learner has little need to make decisions.

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Constraints based approach

More adaptive and changes depending on individual, environmental and task constraints.

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Types of constraints

Includes individual constraints (personal to the player), environmental constraints (playing area), and task constraints (in game activities).

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Confidence

The belief an athlete or learner has about their ability to execute a skill or successfully.

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Motivation

The causes of the initiation, maintenance and intensity of behaviour.

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Intrinsic motivating factors

Factors internal to the athlete such as happiness or satisfaction.

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Extrinsic motivating factors

Factors external to the athlete such as prize money or trophies.

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Positive motivation

Involves reinforcing or encouraging good performance.

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Negative motivation

Involves criticizing or punishing poor performance.

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Optimal arousal

Arousal is how ready a person is to perform an action.

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Ways to increase arousal levels

Includes increased breathing rate and acting energetically.

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Ways to decrease arousal levels

Includes reducing breathing rate, progressive muscle relaxation (PMR), and meditation.

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Concentration

The ability to focus on relevant cues and ignore distractions.

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Types of concentration

Includes broad internal, narrow internal, broad external, and narrow external.

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Types of practice

Includes part practice (practicing smaller skill parts) and whole practice (performing the entire skill).

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Practice distribution

Includes massed practice (longer, less frequent) and distributed practice (shorter, more frequent).

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Practice variability

Includes blocked practice (practicing the same skill continuously) and random practice (varying skills in a nonsequential order).

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Types of Feedback

Includes intrinsic feedback, proprioception, augmented feedback, concurrent feedback, terminal feedback, knowledge of results, and knowledge of performance.

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Frequency of feedback

During the cognitive stage frequent feedback is necessary but less is needed as the learner develops.

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Linear motion

Movement of an object or body in a straight line or curved path.

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Angular motion

Movement of an object or body around an axis (rotational).

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General motion

A combination of linear and angular motion (most human movement).

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Projectile motion

The flight path of an airborne body or object that can be manipulated by three main factors.

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Projectile

An airborne body (e.g. person) or object (e.g. ball).

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Air resistance

Force acting on a projectile that affects the horizontal distance.

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Gravity

Force acting on a projectile that affects the vertical distance.

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Speed of release

The rate at which a projectile is released into the air.

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Angle of release

The angle at which a projectile is released into the air.

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Height of release

The starting height at which a projectile is released into the air.

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Mass

The measure of the quantity of matter found in an object or body.

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Inertia

The reluctance of a body to change its state of motion.

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Force

A push or pull from one body with mass to a second body, causing it to accelerate, decelerate or change direction.

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Distance

The amount of ground an object covers throughout its motion (or degrees it rotates).

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Displacement

Overall change in position from start to finish (contains direction).

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Speed

Distance / time - the rate at which an object is moving from one location to another.

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Velocity

Displacement / time - another rate at which an object is moving, contains direction.

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Acceleration

The rate of change in velocity of an object or body.

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Momentum

The amount of motion that an object possesses, calculated as Mass x Velocity.

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Moment of inertia

The reluctance of a body to rotate, calculated as radius^2 x mass of rotating object.

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Summation of forces

The correct timing and sequencing of body segments through a range of motion.

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Impulse

The change in momentum of a body, calculated as Impulse = force x time.

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Torque

A force that causes an object to rotate.

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Friction

Occurs when two surfaces come into contact and may require high or low amounts for successful skill execution.

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Lever

A structure made up of a rigid bar, an axis, force input and resistance; used to manipulate other objects.

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Axis

The point of rotation for a lever (e.g. an elbow).

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Range of motion

The full extent (in degrees) that a lever can move through its potential arc.

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Mechanical advantage

The measure of a lever's ability to produce speed or force, calculated as MA = length of force arm / length of resistance arm.

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Third class lever

Where the force (effort) is applied between the axis (fulcrum) and the resistance (load).

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Newtons first law

An object in motion stays in motion unless acted upon by an unbalanced force.

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Newtons second law

An object will accelerate proportionate to the force applied and inversely proportionate to its mass; Force = mass x acceleration.

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Newtons third law

Every action has its equal and opposite reaction.

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Equilibrium

When all opposing forces are balanced, which can be static (stationary) or dynamic (whilst moving).

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Stability

The degree to which the body resists changes in equilibrium.

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Balance

The ability to maintain or control equilibrium.

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Base of support

The area of an object that is in contact with a surface; greater base of support equals greater stability.

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Line of gravity

Imaginary line that travels through the centre of gravity into the middle of the base of support.

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Centre of gravity

The central point of an object around which weight is evenly distributed.

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ATP

Adenosine triphosphate - a high energy compound that muscle cells break down to provide energy for movement.

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ADP

Adenosine diphosphate - by-product of ATP once it has been broken down; can be resynthesized back into ATP.

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Fuel

A compound that releases energy for ATP resynthesis when broken down.

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ATP-CP system

An anaerobic system which uses phosphocreatine as a fuel; has a small yield and fast rate.

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Anaerobic glycolysis system

An anaerobic system which uses glycogen as fuel; has a medium yield and medium rate.

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Aerobic system

Uses glycogen, free fatty acids or protein as fuel; has a high yield and low rate.

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Fatigue

The inability to continue functioning at the level of one's normal physical capabilities.

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Fuel depletion

Reduction in the amount of fuel available for energy systems to utilise.