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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.
Environment skill classification
Open: Environment is dynamic and unpredictable.
Closed: Environment is stable and predictable.
Time constraint skill classification
Self paced (internally paced)
Reactive (externally paced)
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
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.
Fitts and Posners 3 stages of learning
Cognitive
Associative
Autonomous stage
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.
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.
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.
Information processing model
1) Stimulus ID (Perception)
2) Response selection (Decision)
3) Response programming (Action)
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)
Response selection
AKA decision.
Speed influenced by: number of choices (faster with less choices), Probability that choice is correct; RT slower with unexpected choices.
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
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
Simple RT
One stimulus and one response
-Shortest reaction time.
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
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.
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).
Memory systems
Sensory memory
Short term memory
Long term memory
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
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
Closed loop characteristics
Slow, very accurate, adjustments can be made.
Ex. Walking, writing
Open loop control system
Executive - initiate and plan action
Effector - send out action
Open loop characteristics
Cant modify, Fast, Low accuracy
EX. Kicking, throwing, batting
Motor programs
Memory based construct to control coordinated movements
-Stored in long term memory
-Movements executed without conscious control
Support for motor programs
Reaction time (faster), Deafferentation (loss of sensory input), electromyography (brain activity scan)
arguments against motor programs
Storage space (would need infinite), Novel responses (doesn’t explain how a person can perform a novel movement)
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
Fitts law
Speed-accuracy trade off
Mathematical formula that says movement time increases linearly with movement difficulty
Indicators of motor learning
• Performance improvement
• Consistency or stability
• Persistence
• Effort
• Attention
• Adaptability
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
pre-instructional considerations
consider the learners characteristics
Define the learning experience (tell whats going to happen)
Asses progress
make it motivating
Skill presentation techniques
Verbal instructions
Demonstrations
Guidance
Verbal instructions
Amount of info:
-short but complete
-capture and maintain focus
Precision of info:
-specific and concise
-consider use of vocabulary
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.
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)
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.
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
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
Intrinsic feedback
Sensory of proprioceptive information
External feedback
enhanced or augmented feedback supplied by external source.
Functions of feedback
Motivating Feedback
Reinforcing Feedback
Informing Feedback
Contextual interference
the beneficial effect of interleaving different skills or task variations during practice
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
Relative timing
the determination of the order or sequence of events in time, without necessarily knowing the exact absolute time at which they occurred.