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DOF
degree of freedom
DOF (motor program theory)
Independent elements in the human body that afford numerous action and possibilities
Control of independent elements is necessary to produce coordinated movements
Joints
can be moved in numerous directions
DOF problem
How to coordinate the available DOF to produce a particular movement
Coordination
Process of organizing a system’s DOF into a movement pattern to achieve a specific goal
Simple tasks require coordination
Writing your name on paper: coordination
Must manipulate pen
Most produce a movement that corresponds w/ the dimensions + locations of the word on the page
Writing your name on paper: control
Must know how hard to push
Where to start + push
How to write fast
Control
Manipulations of variables within a movement to meet the demands in an given situation
Simple tasks require control
Skilled movement
coordinate available DOF + control resulting movement = DOF problem
Early DOF problem theories
For every movement, a motor program exists
When an action is required, the appropriate program was retrieved from memory and executed
Problem with early DOF problem theories
storage requirement
production of a new movement
2 theories for DOF problem
GMP
Dynamic Systems Theory
GMP
Generalized Motor Program
Generalized motor program theory
represents a class of actions or patterns of movements that can be modified to yield various outcomes
Every movements doesn’t require a separate motor program for its execution
More general in nature
Some elements are fixed (invariant features) and some elements are more flexible from trial to trial
fixed
invariant features
IF
invariant features
invariant features
ie time, penmanship
Like fingerprints
Motor programs can be identified by
one of three IF
3 IFs
Sequence of actions/components
Relative timing
Relative force
Sequence of actions/components
actions must be executed sequentially
Writing your name: 1rst letter must come 1rst
If the order of letters is disrupted the result is the creation of a new name/word
ie field the ball then throw it (can’t throw it then field)
Relative timing
internal rhythm of skill
ie freestyle swimming
Relative force
when overall force used to execute a movement changes, the relative force of individual muscles remains proportionate
ie performing a knee extension with different amounts of weight (weight ↑=force ↑)
Schema theory
abstract representation of a rule or set of rules governing discrete movements (starts + stops)
In GMP, a shortstop can throw to different bases from various positions on the field by assigning an appropriate parameter value (throwing speed) but how does the shortstop know exactly how fast the ball should be thrown in each situation?
The rule or relationship that directs decision making when a learner is faced with a movement plan
Developed as a result of experience within a set of action
The more movements a performer has executed, the more developed the schema
On each attempt, extract 4 pieces of info which are briefly stored in memory after the movement attempts
Initial condition: limb, body position, + environmental condition is that present when the movement begins
response specification
sensory consequences
response outcomes
response specification
parameter values used in the execution of a movement (ie speed, force, direction, selection)
sensory consequences
response produced sensory info of sensory feedback of the movement
Feedback (how did it feel)
response outcomes
success of the response obtained in relation to the originally intended goal or outcome
Will always likely be different across attempts
If you throw a ball 3x, you’ll get 3 difference responses
Relationship of all 4 pieces of info
=schema
Executing GMP
Learner decides what movements to execute in a given situation
Subconsciously retrieves the appropriate GMP from memory based on existing schema
Adds GMP to existing parameter desired outcome
The moment is organized the motor program and is then sent to the rest of the body to carry it out
Many dynamic theories argue that GMP doesn’t account for
the control of complex movements
“A command couldn't possibly account for all the variations in a skilled movement”
Dynamic systems theory
many systems work together to influence human movement
New movement patterns emerge or self organize as a function of the interacting, ever changing individual, learner, and environment (ie treadmill: walk → run)
Movement is a function of the system spontaneously self organizing + compressing the available DOF into a single functional unit that’s designed to carry out a specific task
Organizing of systems constraints behavior so the body system doesn’t develop at the same rate
Like an assembly line, some parts are made faster than other
Systems in dynamics systems theory
nerves, hormones, muscles, skeleton, levers, motivation, fear, gravity, floor, surface
No one system is in charge
Near infinite # of possible combinations + resulting movement
What combination of systems do we need to walk? To skip?
Constraints
movement arises from interaction between the individual, environment, + task
If any of these 3 factors change, the resulting movement changes
Not always negative (enabling + limiting)
The factors are constantly changing
Softly assembled (flexible, adaptable)
Individual
a person's unique physical + mental characteristics
structural
functional
structural
body structure (ie height, body type, weight)
functional
behavioral function (ie trait anxiety, motivation, confidence)
Environmental
factors that exist outside of the human body
physical (ie force + direction of wind during javelin throw)
sociocultural (ie football is big in the US but not England so we have an affordance towards the sport)
Task
the goal of movement or activity including the rules associated with that movement or activity and the equipment used (ie softball pitching: start back vs step back rule)
Human system is
constantly searching for stability (attractors)
Attractor states
Perturbation
Perturbation
disturbance of motion, course, arrangement or state (ie adjusting the speed of treadmill)
If the magnitude of the change is high enough, the state of stability will be altered + the system will reorganize into a new form (walking→running)
Well learned movement=deep level attractor state
High school → college sports
Parameters
features a motor program that are flexible + define how to execute the program
Ability to produce alterations of a motor response without changing the skill
Parameters allows
a center fielder to throw to 3rd base from different parts of outfield
us to walk up/down steps of varying lengths
4 possible parameters
overall duration
overall force
movement direction
muscle selection
overall duration
speed at which skill is performed can change but the skill stays the same
ie runners can ↑ their pace but their form will remain the same
overall force
force of amplitude (size) of movement can be modified
ie soccer players can make short + long passes; open heavy + light doors
movement direction
variations in movement direction can be made to accomplish a movement goal
ie dart players can throw to various locations on the board
muscle selection
use of different limbs or muscles to perform movements
ie handwriting example; dribbling a basketball
Control parameter
Influences the characteristics of the behavior
Acts as an agent for reorganization; expressed as tempo, force, speed, temperature, frequency
When the behavior loses stability, the control parameter is altered + a new behavior emerges
Rate limiters
Factor or system that has the most control over development at a given point in time
Individual constraint or system that constrains or delays the emergence of a skill (ie a strength deficiency from an injury)
Development of a skill is only as advanced as the least developed system
Development of a skill is only as advanced as
the least developed system
“A team is only as good as its weakest athletes”
ie an infant with an advanced cognitive/neurological system who has the neurological capacity to walk but has very weak leg muscles (lack of muscles is limiter)
Rate limiters for older adults
bone + joint health, vision, hearing, obesity, cognitive deficit
Rate limiters for walking in infants/toddlers
strength, head to body ratio, cognitive development
encourage learner to adapt movement behaviors to meet
task requirements
Rule modification
Scaling equipment
Altering playing area dimensions
Manipulation situation factors during performance
Why do we categorize learning?
To allow practitioners to define needs of learners throughout the process
Needs different at various stages (ie toddlers vs NHL player)
2 models of stages of learning
Fitts + Posner’s 3 stage model
Gentile’s 2 stage model
Fitts + Posner’s 3 stage model
Stages are defined by behavioral tendencies of the learner at certain points in the learning tendency
Fitts + Posner’s 3 stage model stages
cognitive stage
associative stage
autonomous stage
Gentile’s 2 stage model
Identifies stages from learner’s perspective
Emphasize learner’s goal
Influence of task + environmental characteristics on goal
Cognitive stage of Fitts + Posner
development of basic involvement patterns
Learner in Cognitive stage of Fitts + Posner
1rst introduced to the skill
Develops an understanding of movement’s requirements
Attempts different techniques + strategies for learning (trial-and-error approach)
Performance is inconsistent + filled with errors
Can't detect or correct errors
Role of practitioner in Cognitive stage of Fitts + Posner
Help learners detect + correct errors
Manipulate task + environmental constraints to assist w/ development of movement patterns
Associative stage of Fitts + Posner
refinement of movement patterns
Learner in Associative stage
refines skill 1 particular movement
Performance is more consistent; fewer errors
Better at detecting errors + developing strategies to eliminate them
Coordination is there; control is still a work in progress
Role of practitioner in Associative stage
Correct errors
Shifts from providing instructions to designing constructive practice experiences
Provide feedback to help learners correct their own errors
Autonomous stage of Fitts + Posner
Requires countless hours of practice
Not all learners will make it to this stage
Learner reaches highest level of proficiency
Can perform multiple tasks simultaneously
Consent + confident
Can detect + correct errors
Role of practitioner in Autonomous stage
Responsible for practice design
Error detection
Motivator: performer may become discouraged because improvement occurs less rapidly
Part 1 of Gentile’s 2 stage model
Getting the idea of the movement
Getting the idea of the movement
Development of ability to discriminate between regulatory and non-regulatory condition
Development of basic movement patterns
Part 1 learner’s goal
Understand movement requirements + environment in which the task should be performed
Organize a corresponding movement
Attend to relevant info; ignore irrelevant info
Part 1 role of practitioners
Facilitate development of basic movement pattern
Communicate task’s goal to the learner
Help identify regulatory + non-regulatory condition
Part 2 of Gentile’s 2 stage model
Refine the skill (depending on the environment in which the skill is performed)
fixation=
closed skill
diversification=
open skills
Fixation (closed skill)
Fixed, stable environment
Requires learner to replicate movement consistently + accurately
Practice should reflect fixed conditions
Non-regulatory cues should be implemented (ie crowd noise)
Inter-trial variability implemented when appropriate
Diversification (open skill)
Unpredictable environment (ie soccer player)
Performer must adapt responses by diversifying movement patterns to reflect changing environment
Variations in environment should be introduced
Stimulate unpredictable environment
What indicators look for to know that learning has occurred?
Movement patterns
Attention
Knowledge + memory
Error detection + correction
Self-confidence
Movement patterns (indicator): 4 improvements in movement patterns
↑ coordination + control
More fluid muscle activity
More effective energy expenditure
↑ consistency = regulatory permanent change in learning
↑ coordination + control
freezing and freeing of DOF
Novice will limit (freeze) the DOF to a more manageable quantity in order to accomplish a task’s goal
Freezing of DOF
stiff, rigid, inefficiently timed movements
New learners
As learner progresses, constrained DOF are “released”
Freeing of DOF
Highly skilled performance
Use multiple + sequential joint action (ie upper + lower body)
Movement is faster
ROM is more fluid at certain joints
More fluid muscle activity
As proficiency ↑, the # of activated muscle needed to produce movements will reduce to only those that are fundamental for correct performance
Timing + sequence in which the muscles are activated are altered
More effective energy expenditure
beginners are “mechanically inefficient” which results in ↑ energy expenditure during performance (ie novice vs Olympian swimmer)
↑ consistency = regulatory permanent change in learning
Must be careful not to confuse consistency of action with consistency of performance
Knowledge + memory (indicator)
Accomplish performers have more knowledge about a skill
2 types of knowledge
2 types of knowledge with example of softball catcher during a game
Declarative
Procedural
Declarative
rules (ie catcher sits behind home plate)
Procedural
what to do in a given situation (ie the catcher will throw to 2nd to get lead runner out)
Error detection + correction (indicator
With practice, learners are better able to detect + correct errors
Autonomous stages of learning
Fixation/diverscation stage
↑ confidence = ↑ motivation
Practitioner should make sure learner experiences some degree of success during practice especially when relearning something (ie relearning to walk)
Progress can be measured in 3 ways
performance curve
retention tests
transfer tests
performance curve
obtained by plotting the results from repeated measurements of a specific performance across time
Must select a variable that’s indicative of the skill (ie wouldn’t use a 3 pt shooting performance to measure free-throw shooting ability)
4 types of performance curves
4 types of performance curves
Negatively accelerating
Positively accelerating
Linear
S-shaped combination
Positively accelerating
little initial improvement but larger gains occurring later
Negatively accelerating
reflects the power law of practice
When learning a new skill, performer will demonstrate large initial improvement in performance which slows later in practice
Linear
direct relationship between performance + time
Not common because many factors
S-shaped combination
of negatively + positively accelerating
Big spike then taper off (ie injury or time off)
Limitation of performance curves
Represents temporary effects
Not a learning curve but a performance curve
Constructed from measurements that are often obtained by calculating the means of several trials which can hide things
Retention tests
used to infer a relatively permanent change in performance has occurred
Best thing to make sure learning has occurred
ie riding a bike despite not doing to for months
Retention tests are given after a period where the learner
engaged in any practice