Motor Learning Processes

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Last updated 1:39 PM on 4/10/26
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62 Terms

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Skill

  • Learned through practice

  • efficient use of energy

  • Meet the performance goal with maximum certainty

  • Goal-oriented so using the skill will achieve an end result

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Types of Skills

  • Motor skill

  • Cognitive skill

  • Perceptual skill

  • Perceptual-motor skill

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Motor skill

A skill that emphasises movement and does not require much thinking

  • ex: weightlifting is a motor skill sport

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Cognitive skill

A skill that requires lots of thinking and success of the skill is not associated with movement

  • ex: Knowledge of the rules, game objectives and team tactics in rugby are cognitive skills

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Perceptual Skills

A skill that requires the use of perceptual senses like vision, vestibular (balance), haptic (touch) and auditory

  • ex: rock climbing where the climber has to assess the rock face before attempting the climb is a perceptual skill

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Perceptual-motor skill

A skill that involves the interpretation of environmental stimuli and the motor response to this sensory information. Most sports require good perceptual-motor skills

  • ex: being able to fake out a defender and dribble past them to score in basketball

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Ability

  • Traits that you are born with

  • Perceptual and motor attributes that are inherited by parents

  • give the capacity to perform a skill

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Perceptual-motor abilities

enable the individual to process info about how and when to move

  • ex: a forehand hit in tennis requires perceptual abilities like muscle-limb coordination and response

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Motor abilities

abilities related to actual movement

  • ex: running the 100m sprint requires explosive strength and speed of limb movement

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Difference between skill and ability

  • a skill is something we learn

  • an ability is something we are born with

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Performance

a temporary occurrence, changing over time

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Learning

a relatively permanent change in performance resulting from practice or past experience

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Factors contributing to learning

  • Motivation is the most important factor that affects learning

  • learner needs to want to learn

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Transfer of learning

  • the effect that practice on one task has on the learning or performance of another task

  • can be positive, negative, or zero

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Positive transfer of learning

when the practice of one task assists the learning or performance of another task

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Negative transfer of learning

when the practice of one task prevents the learning or performance of another task

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6 types of transfer of learning

  • Skill to skill

  • practice to performance

  • abilities to skills

  • bilateral

  • stage to stage

  • principles to skills

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Skill to skill

one skill helps the learning of another

  • ex: overarm throw in cricket helps with a tennis serve

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practice to performance

training transfers to actual game situations

  • ex: practicing free kicks helps with taking free kicks in game situations

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Abilities to skills

natural abilities that support skill learning

  • ex: good balance helps with learning gymnastics beam routines

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Bilateral

transfer from one side of the body to the other

  • ex: being able to pass in football with both feet

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Stage to stage

skills learnt in one stage of learning help in the next stage

  • ex: learning how to do each stage of a swimming dive will help with the next stage of learning

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Principles to skills

understanding principles helps apply them to skills

  • ex: knowing the principle of how a ball can spin will help with table tennis serves in the ball spin

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Linear Pedagogy approach in motor learning - information processing model

  • The input into the CNS is the environment that the performer may see, hear, and feel - in sport there are usually several inputs

  • The output from the CNS is what the performer does - what shot a tennis player may play to return a ball and if that is successful or not

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Sensory input

  • responsible for relaying info about the environment to the brain

  • information is interpreted based of past experiences in similar situations held in long-term memory

  • three types of senses: exteroceptors, interoceptors, proprioceptors

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Perception signal - welford’s information processing model

  • relevant environmental info that guides the perform’s response

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Perception noise - welford’s information processing model

  • irrelevant info that distracts or interferes with detecting the signal

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Signal detection

  • probability of detecting a signal depends on

  • intensity of signal vs. intensity of noise

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Exeroceptors

provide info from outside of body and mainly involved with vision and auditory information

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Interoceptors

provide info from within the body like info about heart rate, lung function, and digestive processes

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proprioceptors

provide information about the body position and help maintain balance

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multi store memory model

  • all incoming info is briefly held in the SIS but most info is lost within 0.5 seconds

  • the remaining info is passed to STM but must be rehearsed to ensure it stays longer than 10 seconds

  • the remaining info is passed to LTM which is dependent on rehearsal 

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Response time

  • time from the introduction of a stimulus to the completion of the action required to deal with the problem

  • combination of reaction time and movement time

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The psychology refractory period

Time gap between two stimuli where the reaction time of the second one is slower than the first reaction time

  • ex: a player using a dummy move because if timing is correct then the defender will be slower to react compared to first reaction time

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Efferent organisation

  • process where the CNS selects and organises the motor program and sends instructions through motor neurons to the muscles to perform movement

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Phases of learning

  • cognitive phase

  • associative phase

  • autonomous phase

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Cognitive phase

  • individual tries to make sense of instructions

  • lots of verbal labels but instructions do not need to be verbal

  • ex: phrases pull, brake, switch, slide is used while teaching belay technique in rock climbing

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Associative phase

  • practice is required to perfect the skill and develop the consistent coordinative movement that demonstrates learning

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Autonomous phase

  • when an individual can perform consistently and with little cognitive activity

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Positively accelerated learning curve

  • when learning is slow until you reach a certain point where performance improves quicker

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Negatively accelerated learning curve

  • when learning is quicker at first but then slows down after a certain point

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Linear learning curve

  • learning an easy to perform skill

  • very rare that skills are this easy

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Plateau learning curve

  • learning is positive and fairly quick at first but then there is a period where there is no improvement in performance (plateau effect)

  • however if you keep practicing then there can be a breakthrough and more learning is shown

  • learning is likely still occurring during the plateau phase but performance just isn’t increasing

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Motor programme

  • a set of muscle commands that allow movement to be performed without any peripheral feedback

  • ex: hitting a tennis ball, catching a netball

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Open-looped control

  • how we can carry out fast movements without being able to use feedback

  • ex: a boxer can throw a jap punch at 60-70ms which is too fast to use feedback to alter the movement

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closed-loop control

  • slower movement where feedback can alter the movement

  • ex: returning a slow tennis serve

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schema theory

  • a set of generalized rules for a group of movements

  • develops two kinds of memory for movements - recall & recognition

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Recall Schema

memory with regard to the choice and initiation of action

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Recognition schema

  • memory for the feel of a movement

  • allows you to make appropriate changes in the action

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Generalized motor patterns

  • fundamental movement patterns like running, throwing, kicking, and striking

  • introduced and taught first

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Subordinate motor patterns

  • specific variations or refinements of generalized motor patterns 

  • changes to basic movement patterns to suit specific tasks or contexts

  • require more fine-tuned coordination, precision and timing

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Non linear pedagogy

  • ecological dynamics

  • exploratory learning and individualised movement solutions

  • skills practiced in realistic performance contexts

  • teachers facilitate learning

  • learner centered approach

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Ecological dynamics theory

  • how individuals continually re-organise the human movement system in response to perceived events

  • movement is a result of the interaction between the person and their environment

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Dynamic systems theory

  • how complex systems with many interacting components self-organize

  • how our bodies and brain work together to create movement and learn skills

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Self-Organizing in athletes is shaped by

  • personal constraints - height, weight, muscle to fat ratio

  • task constraints - rules, surfaces, boundary markings

  • environmental constraints - temperature, altitude, wind strength

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Adaptation

the continuous reorganising of components to satisfy ecological constraints of competition

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Perception-action coupling

  • the relationship between an athletes actions and info from the environment in which those actions take place

  • athletes directly perceive and act upon info from environment without needing to interpret or process that info

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Affordances

  • opportunities for action offered by the environment 

  • perceiving how someone can act when faced with specific conditions in a performance environment

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Constraints-led approach

  • mind, body, and environment continually influencing each other to shape the behaviours of each individual

  • promotes the understanding of how skills are acquired from a motor learning perspective

  • benefits are: adaptations to environment/task/individual + increased self confidence

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compare linear vs non-linear

linear

  • skills learnt separate from performance

  • technique drills, repetition, isolated skills

  • coach led

  • ignores context

Non-linear

  • learning is essential part of performance

  • activites consider variables of the sport

  • athlete led

  • considers context

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Pychological needs

  • autonomy

  • competence

  • relatedness

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fitness testing

  • flexibility - sit and reach

  • muscle endurance - sit ups / push ups

  • agility - illinois agility test

  • strength - hand grip dynamometer

  • speed - 40m sprint

  • balance - standing stork test

  • reaction time - ruler drop test

  • power - vertical jump