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Skill
A learned and adaptable ability to carry out a task effectively.
Fine Motor Skills
Involve precise movements, often associated with small muscle groups (e.g., writing, drawing).
Gross Motor Skills
Encompass larger, more general movements that engage larger muscle groups (e.g., running, jumping).
Cognitive Skills
this skill involves decision-making and problem-solving.
Perceptual skill
Using senses to assess a situation and help you make decisions (vision, hearing, touch)
Open skills
are those that are significantly affected by the environmental conditions.
Closed skills
are skills that are performed in a more stable and predictable environment and can be internally paced by the performer.
Discrete skills
Have a clear start and finish.
Serial skills
Involve linking together skills to form a longer, more together complex movement.
Continuous skills
Are where the end of one cycle of movement is the beginning of the next.
Externally Paced Skills
The environment, which may include opponents, controls the rate of performing the skill.
Internally Paced Skills
The performer controls the rate at which the skill is executed.
Individual Skills
are those skills that are performed in isolation from others.
Coactive Skills
are those skills that are performed with someone else, but with no direct confrontation.
Interactive Skills
are where other performers are directly involved and can involve confrontation.
Ability
is an individual's inherent, enduring capacity to perform various tasks or acquire specific skills.
Technique
refers to the specific method or approach used to perform a skill.
Sensation
is the capacity to have a physical feeling or perception by receiving information from environmental stimuli through our senses.
Perception
is becoming aware of, organizing, and interpreting this information so that it makes sense to us.
Memory
is essential for learning and understanding new information, and there's a lot we still don't understand about it.
Cognitiion
These processes allow us to make sense of the information we receive from the world around us.
Sensory Input
The sensory information relevant to the situation is stored in short-term memory.
Exteroceptors
These are receptors located in the skin and mucous membranes that detect external stimuli such as touch, pressure, temperature, and pain.
Proprioceptors
These receptors are found in muscles, tendons, and joints, and they provide information about the position and movement of body parts.
Interoceptors
These receptors are located in internal organs and provide information about internal conditions such as hunger, thirst, and pain.
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.
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.
Action
is performed regarding the movement pattern stored in long-term memory.
Effector control
refers to the regulation of movements by the nervous system. Welford's Model emphasizes the role of feedback in controlling motor actions.
Feedback
is information received after executing a movement that allows for adjustments to be made.
Signal detection
involves distinguishing between meaningful signals and background noise.
Early signal detection
refers to the ability to detect a signal within noise.
Short-Term Sensory Store (STSS)
Brief storage of sensory information (e.g., iconic memory for visual stimuli).
Short-Term Memory (STM)
Limited capacity storage for information actively being processed.
Long-Term Memory (LTM)
Permanent storage with a vast capacity for information and experiences.
Selective attention
is the ability to focus on one thing at a time or on multiple things that require different areas of the brain.
Rehearsal
the more a memory is rehearsed, the more likely it is that it will be remembered.
Coding
crucial first step to creating a new memory.
Brevity
the quicker a process is learned, the more likely it is to be remembered.
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.
Chunking
pieces of information are grouped together then remembered as one piece of information.
Organization
involve structuring information in meaningful ways, such as categorization or creating mnemonic devices.
Association practice
involves linking new information with existing knowledge to facilitate encoding and retrieval.
Response Time
the time from the introduction of a stimulus to the completion of the action required to deal with the situation.
Reaction time
time elapsed for the onset of a stimulus to the start of the response.
Movement time
time it takes to carry out the motor aspect of the performance.
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.
Motor Program
Defined as a set of movements stored as a whole in the memory regardless of whether feedback is used in their execution.
Executive programs
can only be executed successfully by training and focusing on subroutines
Open loops
performance of a skill without recourse to feedback.
Closed loops
involves the process of feedback.
Perceptual trace
memory for the feel of successful past experience/movements
Memory trace
refers to the physical or chemical changes in the brain associated with memory storage.
Intrinsic feedback
available to a performer/athlete without outside help.
Extrinsic feedback
is provided by someone (coach/teacher) or something else (stopwatch, game clock, tape measure).
Knowledge of Result
is a post response information concerning the outcome of the action (visual).
Knowledge of Performance
consists of post-response information concerning the nature of the movement (feel).
Positive
telling someone they did well; or prescriptive feedback (telling the learner how to improve)
Negative
concentrates on errors; “you’re wrong”; demotivation and of little use to beginners (they need prescriptive feedback)
Motivation
we all like praise from those we perceive as being important.
Punishment
focuses on reducing an unwanted behavior but does not teach a replacement for it
Learning
refers to the relatively permanent change in behavior or capability that results from practice or experience.
Performance
is the actual execution of a skill during a specific instance or task.
Cognitive/Verbal (Early Phase)
In this initial phase, learners are primarily focused on understanding the task and the requirements involved.
Associative/Motor (Intermediate Phase)
Learners start to refine their movements based on feedback received during the cognitive phase.
Autonomous (Final Phase)
skills become automated, requiring minimal conscious thought for execution.
Positive Acceleration
This type of learning curve indicates that, at the beginning of the learning process, individuals make rapid and substantial progress.
Negative Acceleration (Plateau)
After an initial period of rapid progress, the rate of learning slows down, and the curve levels off.
S-Shaped Curve
combines elements of positive acceleration, a plateau, and eventual positive acceleration again.
Linear Learning Curve
represents a steady, consistent rate of learning over time.
Prior Experience
Past exposure can provide a foundation, making it easier to grasp new concepts or techniques.
Quality of Coaching
Effective coaching plays a crucial role in facilitating skill acquisition in sports.
Teaching Environment
The learning environment, including facilities, resources, and organizational structure, can impact students' ability to acquire skills in sports.
Age-Related Factors
Age can influence the learning rate in sports due to developmental differences in cognitive, physical, and emotional domains.
Varied Practice
where the learner works on different aspects or variations of a skill, can enhance overall learning.
Distributed Practice
Distributing practice sessions over time, rather than cramming all practice into one session, enhances retention and promotes long-term learning.
Focused Practice
involves concentrating on specific aspects of a skill that need improvement. It is targeted and purposeful, leading to more efficient learning.
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.
Skill to Skill Transfer
Involves the application of skills learned in one context to a different but related context.
Practice to Performance Transfer
Refers to the ability to translate skills practiced in training or practice sessions to real-game situations.
Abilities to Skills Transfer
Involves how innate or natural abilities influence the acquisition and refinement of specific skills.
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).
Stage to Stage Transfer
Involves progressing through the stages of skill acquisition, from cognitive to associative, and finally to autonomous stages.
Principles to Skills Transfer
Refers to the application of theoretical principles or concepts to the practical execution of skills.
Massed Practice
Continuous repetition without rest intervals.
Blocked Practice
Repeating the same task continuously.
Random Practice
Varied tasks in a random order.
Fixed practice
involves repeating the same task or skill under consistent conditions.
Mental practice
also known as imagery or visualization, involves mentally rehearsing a skill without physical execution.
Whole practice
involves executing the entire skill in one go.
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.
Progressive Part Practice
Focuses on learning a skill in segments, adding more parts progressively.
Part Practice
segments of a skill are practiced in isolation.
Command Style
Teacher-centered, direct instruction.
Reciprocal Style
Interaction between teacher and students.
Problem-Solving Style
Encourages students to solve problems on their own.