Skill in Sport

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96 Terms

1

Skill

A learned and adaptable ability to carry out a task effectively.

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2

Fine Motor Skills

Involve precise movements, often associated with small muscle groups (e.g., writing, drawing).

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3

Gross Motor Skills

Encompass larger, more general movements that engage larger muscle groups (e.g., running, jumping).

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4

Cognitive Skills

this skill involves decision-making and problem-solving.

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5

Perceptual skill

Using senses to assess a situation and help you make decisions (vision, hearing, touch)

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6

Open skills

are those that are significantly affected by the environmental conditions.

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7

Closed skills

are skills that are performed in a more stable and predictable environment and can be internally paced by the performer.

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8

Discrete skills

Have a clear start and finish.

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9

Serial skills

Involve linking together skills to form a longer, more together complex movement.

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10

Continuous skills

Are where the end of one cycle of movement is the beginning of the next.

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11

Externally Paced Skills

The environment, which may include opponents, controls the rate of performing the skill.

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12

Internally Paced Skills

The performer controls the rate at which the skill is executed.

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13

Individual Skills

are those skills that are performed in isolation from others.

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14

Coactive Skills

are those skills that are performed with someone else, but with no direct confrontation.

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15

Interactive Skills

are where other performers are directly involved and can involve confrontation.

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16

Ability

is an individual's inherent, enduring capacity to perform various tasks or acquire specific skills.

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17

Technique

refers to the specific method or approach used to perform a skill.

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18

Sensation

is the capacity to have a physical feeling or perception by receiving information from environmental stimuli through our senses.

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19

Perception

is becoming aware of, organizing, and interpreting this information so that it makes sense to us.

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20

Memory

is essential for learning and understanding new information, and there's a lot we still don't understand about it.

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21

Cognitiion

These processes allow us to make sense of the information we receive from the world around us.

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22

Sensory Input

The sensory information relevant to the situation is stored in short-term memory.

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23

Exteroceptors

These are receptors located in the skin and mucous membranes that detect external stimuli such as touch, pressure, temperature, and pain.

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24

Proprioceptors

These receptors are found in muscles, tendons, and joints, and they provide information about the position and movement of body parts.

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25

Interoceptors

These receptors are located in internal organs and provide information about internal conditions such as hunger, thirst, and pain.

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26

Short and Long-Term Memory

All information gathered from the various sensory inputs is stored for a split second in the short-term memory before processing.

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27

Decision Process

occurs by comparing the current situation, held in the short-term memory, with previous experiences, held in long-term memory, to determine appropriate action.

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28

 Action

is performed regarding the movement pattern stored in long-term memory. 

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29

Effector control

refers to the regulation of movements by the nervous system. Welford's Model emphasizes the role of feedback in controlling motor actions.

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30

Feedback

is information received after executing a movement that allows for adjustments to be made.

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31

Signal detection

involves distinguishing between meaningful signals and background noise.

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32

Early signal detection

refers to the ability to detect a signal within noise.

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33

Short-Term Sensory Store (STSS)

Brief storage of sensory information (e.g., iconic memory for visual stimuli).

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34

Short-Term Memory (STM)

Limited capacity storage for information actively being processed.

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35

Long-Term Memory (LTM)

Permanent storage with a vast capacity for information and experiences.

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36

Selective attention

is the ability to focus on one thing at a time or on multiple things that require different areas of the brain.

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37

Rehearsal

the more a memory is rehearsed, the more likely it is that it will be remembered.

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38

Coding

crucial first step to creating a new memory.

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39

Brevity

the quicker a process is learned, the more likely it is to be remembered.

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40

Clarity

initially you don’t always know what to respond to; the coach/teacher can begin with a simple approach and build on the information; help you focus.

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41

Chunking

pieces of information are grouped together then remembered as one piece of information.

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42

Organization

involve structuring information in meaningful ways, such as categorization or creating mnemonic devices.

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43

Association practice

involves linking new information with existing knowledge to facilitate encoding and retrieval.

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44

Response Time

the time from the introduction of a stimulus to the completion of the action required to deal with the situation.

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45

Reaction time

time elapsed for the onset of a stimulus to the start of the response.

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46

Movement time

time it takes to carry out the motor aspect of the performance.

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47

Psychological Refractory Period (PRP)

The period of time during which the response to a second stimulus is significantly slowed because a first stimulus is still being processed.

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48

Motor Program

Defined as a set of movements stored as a whole in the memory regardless of whether feedback is used in their execution.

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49

Executive programs

can only be executed successfully by training and focusing on subroutines

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50

Open loops

performance of a skill without recourse to feedback.

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51

Closed loops

involves the process of feedback.

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52

Perceptual trace

memory for the feel of successful past experience/movements

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53

Memory trace

refers to the physical or chemical changes in the brain associated with memory storage.

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54

Intrinsic feedback

available to a performer/athlete without outside help.

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55

Extrinsic feedback

is provided by someone (coach/teacher) or something else (stopwatch, game clock, tape measure).

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56

Knowledge of Result

is a post response information concerning the outcome of the action (visual).

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57

Knowledge of Performance

consists of post-response information concerning the nature of the movement (feel).

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58

Positive

telling someone they did well; or prescriptive feedback (telling the learner how to improve)

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59

Negative

concentrates on errors; “you’re wrong”; demotivation and of little use to beginners (they need prescriptive feedback)

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60

Motivation

we all like praise from those we perceive as being important.

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61

Punishment

focuses on reducing an unwanted behavior but does not teach a replacement for it

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62

Learning

refers to the relatively permanent change in behavior or capability that results from practice or experience.

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63

Performance

 is the actual execution of a skill during a specific instance or task. 

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64

Cognitive/Verbal (Early Phase)

In this initial phase, learners are primarily focused on understanding the task and the requirements involved.

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65

Associative/Motor (Intermediate Phase)

Learners start to refine their movements based on feedback received during the cognitive phase. 

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66

Autonomous (Final Phase)

 skills become automated, requiring minimal conscious thought for execution.

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67

Positive Acceleration

This type of learning curve indicates that, at the beginning of the learning process, individuals make rapid and substantial progress.

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68

Negative Acceleration (Plateau)

After an initial period of rapid progress, the rate of learning slows down, and the curve levels off.

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69

S-Shaped Curve

combines elements of positive acceleration, a plateau, and eventual positive acceleration again.

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70

Linear Learning Curve

represents a steady, consistent rate of learning over time. 

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71

Prior Experience

Past exposure can provide a foundation, making it easier to grasp new concepts or techniques.

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72

Quality of Coaching

Effective coaching plays a crucial role in facilitating skill acquisition in sports.

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73

Teaching Environment

The learning environment, including facilities, resources, and organizational structure, can impact students' ability to acquire skills in sports.

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74

Age-Related Factors

Age can influence the learning rate in sports due to developmental differences in cognitive, physical, and emotional domains.

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75

Varied Practice

where the learner works on different aspects or variations of a skill, can enhance overall learning. 

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76

Distributed Practice

Distributing practice sessions over time, rather than cramming all practice into one session, enhances retention and promotes long-term learning.

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77

Focused Practice

involves concentrating on specific aspects of a skill that need improvement. It is targeted and purposeful, leading to more efficient learning.

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78

Transfer

is the effect of previous learning on the performance of a new skill or the influence of one skill on the learning of another.

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79

Skill to Skill Transfer

Involves the application of skills learned in one context to a different but related context.

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80

Practice to Performance Transfer

Refers to the ability to translate skills practiced in training or practice sessions to real-game situations.

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81

Abilities to Skills Transfer

Involves how innate or natural abilities influence the acquisition and refinement of specific skills.

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82

Bilateral Transfer

Occurs when learning or practicing a skill with one limb (e.g., dominant hand) enhances the performance of the same skill with the opposite limb (e.g., non-dominant hand).

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83

Stage to Stage Transfer

Involves progressing through the stages of skill acquisition, from cognitive to associative, and finally to autonomous stages.

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84

Principles to Skills Transfer

Refers to the application of theoretical principles or concepts to the practical execution of skills.

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85

Massed Practice

Continuous repetition without rest intervals.

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86

Blocked Practice

Repeating the same task continuously.

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87

Random Practice

Varied tasks in a random order.

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88

Fixed practice

involves repeating the same task or skill under consistent conditions.

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89

Mental practice

also known as imagery or visualization, involves mentally rehearsing a skill without physical execution.

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90

Whole practice

involves executing the entire skill in one go.

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91

Whole-Part-Whole Practice

This method starts with practicing the skill as a whole, breaking it down into parts, and then practicing it as a whole again.

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92

Progressive Part Practice

Focuses on learning a skill in segments, adding more parts progressively.

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93

Part Practice

segments of a skill are practiced in isolation.

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94

Command Style

Teacher-centered, direct instruction.

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95

Reciprocal Style

Interaction between teacher and students.

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96

Problem-Solving Style

Encourages students to solve problems on their own.

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