Human motor behavior

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45 Terms

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Precision skill classification

Gross motor skill: Large muscle groups to produce larger movements.

Fine motor skills: small muscle groups to produce small movements.

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Environment skill classification

Open: Environment is dynamic and unpredictable.

Closed: Environment is stable and predictable.

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Time constraint skill classification

Self paced (internally paced)

Reactive (externally paced)

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Organization skill classification

Discrete skills: Defined beginning and end.

Serial skills: several discrete skills connected in a sequence.

Continuous skills: Repetitive, rhythmic; no recognizable beginning or end

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Elements skill classification

Motor skills: quality of skill execution

Cognitive: What you do, not how you do it. Decision making and processing. Most skills are a combination of motor and cognitive elements.

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Fitts and Posners 3 stages of learning

Cognitive

Associative

Autonomous stage

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Cognitive stage

Trying to get a hang of the skill, rough draft. Classified by rigid movements, gross inconsistent errors.

Practitioners role: Assist performer in understanding movement. Create opportunities for lots of repetition, recognize errors and provide feedback, motivate and reinforce.

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Associative stage

Motor stage, focus on skill refinery and consistency. Classified by progress getting better, fewer and more consistent errors, able to adapt and modify movements.

Practitioners role: Design appropriate and effective practice sessions.

Practice design: Design purposeful practice sessions that force the mover to control the movement. Integrate variety into practice experiences.

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Autonomous stage

Movements are well coordinated and appear effortless. Longer motor programs. Classified by high skill proficiency, few errors, able to adapt and modify movements.

Practitioners role: refine performance, motivate

Practice design: integrate even more variety, align RT demands in practice.

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Information processing model

1) Stimulus ID (Perception)

2) Response selection (Decision)

3) Response programming (Action)

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Stimulus ID

AKA perception, Use our senses to detect whats happening.

2 substages: Stimulus detection, Pattern recognition

Speed influenced by: intensity (more intense processed quicker), Number (RT is faster with less stimuli)

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Response selection

AKA decision.

Speed influenced by: number of choices (faster with less choices), Probability that choice is correct; RT slower with unexpected choices.

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Response programing

AKA action, organizes motor system to produce desired movement.

Speed influenced by: Complexity of movement (RT slower if more complex), Actual physical movement/response

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Reaction time

Amount of time that passes from presentation of a stimulus to the end of a stimulus.

Factors that influence RT:

  • Number of possible stimuli in choice reaction time

  • Practice

  • Stimulus-response compatibility

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Simple RT

One stimulus and one response

-Shortest reaction time.

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Choice reaction time

Time between the presentation of one or more stimuli and initiation of one or more responses.

  • Must identify stimulus and determine appropriate response

  • More choices = slower RT

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Theories of attention

Bottleneck theory - We can attend to one thing at a time

Attentional resources theory - attention is a limited resource and it can attend to multiple stimulus at once as long as demands don’t exceed attentional resources.

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Stroop effect

Parallel processing of multiple stimuli occurs during stimulus-identification (perception) stage.

The Stroop effect happens because attentional control is required to suppress an automatic response (reading) in favor of a less automatic one (color naming).

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Memory systems

Sensory memory

Short term memory

Long term memory

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Sources of sensory information

Exteroreception - Used to detect stimuli outside the body

Proprioception - info about body such as position of limbs/trunk/head

Interoreception - Information from inside the body

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Closed loop control system

Comparator- error detection

Executive- brain; determines actions to take to reach goal

Effector- Carries out decisions

Feedback- Provides information on current state

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Closed loop characteristics

Slow, very accurate, adjustments can be made.

Ex. Walking, writing

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Open loop control system

Executive - initiate and plan action

Effector - send out action

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Open loop characteristics

Cant modify, Fast, Low accuracy

EX. Kicking, throwing, batting

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Motor programs

Memory based construct to control coordinated movements

-Stored in long term memory

-Movements executed without conscious control

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Support for motor programs

Reaction time (faster), Deafferentation (loss of sensory input), electromyography (brain activity scan)

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arguments against motor programs

Storage space (would need infinite), Novel responses (doesn’t explain how a person can perform a novel movement)

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Generalized motor programs

Not specific for a single action like motor programs. Generalized for a specific type movement.

Invariant features:

-Sequencing: order of events

-Relative timing: ratios of temporal pattern

-Relative force: ratios of force by muscle groups

Surface features (easily changeable):

-Speed of a rapid movement

• Size of the action

• Forces used to produce the

action

• Trajectory of the movement

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Fitts law

  • Speed-accuracy trade off

  • Mathematical formula that says movement time increases linearly with movement difficulty

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Indicators of motor learning

• Performance improvement

• Consistency or stability

• Persistence

• Effort

• Attention

• Adaptability

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types of goals

Performance goals - comparison with self (improvement) ex. improving 5k time

Outcome goals - comparison with others. ex. winning state.

Process goals - Focus on process/movements required to correctly perform the skill ex. flick wrist at tope of shot

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pre-instructional considerations

  • consider the learners characteristics

  • Define the learning experience (tell whats going to happen)

  • Asses progress

  • make it motivating

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Skill presentation techniques

 Verbal instructions

 Demonstrations

 Guidance

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Verbal instructions

Amount of info:

-short but complete

-capture and maintain focus

Precision of info:

-specific and concise

-consider use of vocabulary

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Demonstrations

Who should demonstrate: both expert and like skilled models.

How to demonstrate: Offer multiple angles, direct attention to critical elements, demonstrate in same spatial orientation as movement

When to demonstrate - introduction of a movement skill, throughout practice, conclusion of movement practice

How often to demonstrate - Determined by complexity of skill, extent of learners understanding.

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Guidance

Active guidance - Manipulate environment so that learner assumes control of environment. (learner is active)

Passive guidance - manipulate the leaner through the environment (limbs or body parts)

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Blocked practice vs Distributed practice

Massed: Long active practice of skill with short breaks between trials

Distributed practice: Short active practice of a skill with longer breaks

Distributed is better: less fatigue, better cognitive effort, more time for memory consolidation.

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Random vs blocked practice

Random: Multiple tasks of tasks are performed in random order throughout one practice session

Blocked: Uninterrupted time to concentrate on the performance of one task at a time

Random is better: Better true learning. Blocked better for initial skill acquisition

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Constant vs variable practice

Constant: Practicing or rehearsing only one variation of a skill during a practice session; only one context or environmental variation Variable: Practicing or rehearsing a number of variations of the task during a practice session; altering the context

Variable is better: Better retention and transfer of learning

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Intrinsic feedback

Sensory of proprioceptive information

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External feedback

enhanced or augmented feedback supplied by external source.

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Functions of feedback

Motivating Feedback

Reinforcing Feedback

Informing Feedback

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Contextual interference

the beneficial effect of interleaving different skills or task variations during practice

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Elaboration hypothesis

suggests that random practice (high contextual interference) leads to more distinct and meaningful learning due to the learner actively comparing and contrasting different versions of a task

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Relative timing

the determination of the order or sequence of events in time, without necessarily knowing the exact absolute time at which they occurred.