T4-6

4.1 - Neuromuscular Function Assessment

4.1.1 - Motor Unit Diagram

  • Key components of a motor unit include:
    • Dendrite
    • Cell Body
    • Nucleus
    • Axon
    • Motor End Plate
    • Synapse
    • Muscle

4.1.2 - Role of Neurotransmitters

  • Neurotransmitters: Chemicals for neuron communication at the synapse.
  • Acetylcholine:
    • Transfers action potential from motor unit to muscle cells, triggering contraction.
    • Converts electrical impulses to chemical stimuli at the motor end plate.
    • Increases membrane permeability to sodium ions, leading to calcium release in muscle cells.
  • Cholinesterase:
    • Enzyme breaking down acetylcholine.
    • Stops muscle contraction by causing membrane depolarization.

4.1.3 - Sliding Filament Theory

  • Muscle contraction is initiated by nervous impulses.
  • Key Terms:
    • Myofibrils: Units within muscle fibers containing actin and myosin.
    • Myofilaments: Thick & thin filaments of actin and myosin.
    • Sarcomere: Basic unit of muscle contraction.
    • Actin: Thin protein filaments.
    • Myosin: Thick protein filaments with heads that form cross-bridges with actin.
    • H Zone: Zone of myosin only (no overlap with actin).
    • A Band: Length of myosin, includes the overlap with actin.
    • Z Line: Boundary of sarcomeres.
    • Tropomyosin: Protein covering active sites on actin, preventing myosin binding.
    • Troponin: Protein that binds with calcium to move tropomyosin aside, allowing contraction.
    • Sarcoplasmic Reticulum: Stores calcium ions.
    • Calcium Ions: Trigger contraction when released.
    • ATP: Energy source for muscle contraction.
  • Process:
    1. Calcium released upon nerve impulse stimulates contraction.
    2. Tropomyosin shifts, exposing actin’s active site.
    3. Myosin heads bind to active sites forming cross-bridges.
    4. ATP breakdown provides energy for the myosin heads to pull actin filaments inward, shortening the muscle.
    5. Muscle relaxation occurs when calcium ions are removed.

4.1.4 - Skeletal Muscle Fiber Types

  • Slow-Twitch (Type I):
    • Structure: High myoglobin, more mitochondria.
    • Function: Endurance activities (aerobic).
  • Fast-Twitch (Type IIa & IIb):
    • Structure: Lower myoglobin, fewer mitochondria.
    • Function: Short bursts of speed and power.
    • Type IIa: Intermediate fiber, high glycogen stores.
    • Type IIb: Primarily glycolytic, fatigue quickly, high glycogen content.

4.2 - Joint and Movement Type Assessment

4.2.1 - Types of Movement of Synovial Joints

  • Flexion: Decreasing angle between body parts.
  • Extension: Increasing angle between body parts.
  • Abduction: Movement away from the median plane.
  • Adduction: Movement towards the median plane.
  • Pronation: Palms facing downwards.
  • Supination: Palms facing upwards.
  • Elevation: Raising a body part.
  • Depression: Lowering a body part.
  • Rotation: Turning around an axis.
  • Circumduction: Circular movement of a limb.
  • Dorsiflexion: Lifting the foot.
  • Plantar Flexion: Pointing the toes.
  • Eversion: Rolling the ankle outward.
  • Inversion: Rolling the ankle inward.

4.2.2 - Types of Muscle Contraction

  • Isotonic: Muscle changes length and causes movement.
    • Concentric: Muscle shortens (e.g. bicep curl).
    • Eccentric: Muscle lengthens (e.g. decelerating during a kick).
  • Isometric: Muscle tension without length change (e.g. holding an object).
  • Isokinetic: Movement at a constant speed (used in rehabilitation).

4.2.3 - Reciprocal Inhibition

  • Agonist: The muscle primarily responsible for movement.
  • Antagonist: The muscle that relaxes to allow movement to occur.

4.2.4 - Movements in Joint Action and Muscle Contraction

  • Example:
    • Bicep curl: Agonist is the bicep (contracts concentrically), antagonist is the tricep (relaxes eccentrically).

4.2.5 - Delayed Onset Muscle Soreness (DOMS)

  • DOMS occurs after intense exercise, especially eccentric actions.
  • Caused by:
    • Micro-tears in muscle
    • Inflammatory response
    • Overstretching
    • Overtraining
  • Symptoms appear 24-72 hours post-exercise.
  • Prevention:
    • Decrease intensity during early training.
    • Gradual increase in intensity.
    • Proper warm-ups and cool-downs.

4.3 - Fundamentals of Biomechanics Assessment

4.3.1 - Key Terms in Biomechanics

  • Force: Interaction between two objects.
  • Speed: Rate of motion.
  • Velocity: Speed with directional component.
  • Displacement: Distance moved in a particular direction.
  • Acceleration: Rate of change in velocity.
  • Momentum: Mass in motion.
  • Impulse: Product of force and time.
  • Scalars: Measurements with magnitude only.
  • Vectors: Measurements with both magnitude and direction.

4.3.2 - Graph Analysis

  • Velocity-Time Graph: Shows constant acceleration, constant velocity, and deceleration.
  • Distance-Time Graph: Displays distance covered over time intervals.
  • Force-Time Graph: Details the impulse of a force, showcasing changes during a performance.

4.3.3 - Center of Mass

  • Definition: The point where mass is evenly distributed. Factors:
    • Men generally have a higher center than women.
    • Center can be outside the body during certain movements (e.g., Fosbury Flop).

4.3.4 - Body Position in Sports

  • Center changes based on position during movements, impacting stability and performance. Examples:
    • Activity with center of mass within: Running.
    • Activity with center of mass outside: High Jump.

4.3.5- 4.3.6 - Levers in the Body

  • First Class Lever: Load, fulcrum, force (e.g., neck extension).
  • Second Class Lever: Force, load, fulcrum (e.g., calf raises).
  • Third Class Lever: Fulcrum, force, load (e.g., bicep curl).
  • Lever diagram includes triceps-elbow, calf-ankle, and biceps-elbow examples.

4.3.7 - Newton’s Laws of Motion

  1. Inertia: Objects at rest stay at rest unless acted on.
  2. Acceleration: Mass and acceleration influence force (F = ma).
  3. Action-Reaction: For every action, there is an equal and opposite reaction.

4.3.8 - Laws of Motion in Sports

  • Newton’s laws describe motion in activities like sprint starts and jumps.
  • Impulse-momentum relationship and conservation of momentum are crucial for performance.

4.3.9 - Angular Momentum Concept

  • Angular Momentum: Measure of rotation.
  • Angular Momentum = Angular Velocity imes Moment of Inertia.

4.3.10 - Angular Momentum in Sports

  • Changes in body position affect moment of inertia and angular velocity, exemplified by gymnasts.

4.3.11 - Factors in Projectile Motion

  • Includes: speed, height, and angle of release.

4.3.12 - Bernoulli Principle

  • Describes effects of airflow on projectile motion.
  • States that higher airflow leads to lower pressure and results in lift on spinning objects (e.g., golf ball).

5.1 - Characteristics and Classification of Skill

5.1.1 - Definition of Skill

  • Skill is the execution of learned movements directed at a goal (McMorris 2004).

5.1.2 - Types of Skill

  • Cognitive: Problem-solving abilities.
  • Perceptual: Interpreting sensory information.
  • Motor: Execution of physical skills.
  • Perceptual Motor: Combination of thought/interpretation and movement.

5.1.3 - Motor Skill Classifications

  • (i) Gross-Fine: Whole body vs. specific movements (e.g., kicking vs. writing).
  • (ii) Open-Closed: Environment influenced vs. stationary actions (e.g., football vs. free throw).
  • (iii) Discrete-Serial-Continuous: Defined start/end, sequence, or cyclical (e.g., jump, dance).
  • (iv) Externally-Internally Paced: Timing dictated by environment vs. performer (e.g., javelin vs. swimming).
  • (v) Interaction Continuum: Individual, coactive, interactive.

5.1.4 - Skill Profiles in Sports

  • Compare sporting skills across classifications.

5.1.5 - Ability Definition

  • Ability is a capacity that relates to performing various skills.

5.1.6 - Fleishman’s Abilities

  • Distinction between physical proficiency abilities (related to fitness) and perceptual-motor abilities (skill-related).

5.1.7 - Technique Definition

  • Technique: the specific method of performing a skill.

5.1.8 - Relationship Between Ability, Skill, and Technique

  • Skill = Ability + Selecting Appropriate Technique.

5.1.9 - Skilled vs. Novice Performers

  • Comparison factors: consistency, accuracy, control, learning stage, efficiency, goal direction, and fluency.

5.2 - Information Processing

5.2.1 - Information Processing Model

  • Model: Input-Decision Making-Output.

5.2.2 - Welford’s Model

  • Steps: Sensory input, perception, short/long-term memory, decision-making, effector control, feedback.

5.2.3 - Sensory Input Components

  • Exteroceptors: External environment info.
  • Proprioceptors: Body position and movement.
  • Interoceptors: Internal body signals.

5.2.4 - Signal Detection Process

  • Steps: Detection-Comparison-Recognition (DCR). Influenced by noise, stimulus intensity, and sensory efficiency.

5.2.5 - Memory Characteristics

  • Short-Term Sensory Store: Immediate input, <1 second duration.
  • Short-Term Memory: Holds 5-9 items for seconds.
  • Long-Term Memory: Unlimited capacity, retains information for long periods.

5.2.6 - Selective Attention and Memory

  • Selective Attention filters relevant information to avoid overload, crucial for performance.

5.2.7 - Memory Improvement Techniques

  • Methods: rehearsal, coding, clarity, chunking, organization, brevity.

5.2.8 - Response Time Definition

  • Response Time = Reaction Time + Movement Time.

5.2.9 - Response Time Influencing Factors

  • Factors: sex, age, fitness, fatigue, personality, number of stimuli, intensity of stimuli, length of neural pathways. Hick’s Law applies.

5.2.10 - Psychological Refractory Period Evaluation

  • PRP: Delay caused by responding to multiple stimuli; emphasizes single task processing.

5.2.11 - Motor Programme Definition

  • Motor programmes are entire movement patterns stored in memory.

5.2.12 - Open vs. Closed Loop

  • Open Loop: Fast actions with no feedback (e.g. serves).
  • Closed Loop: Continuous feedback and adjustments (e.g. cycling, running).

5.2.13 - Feedback Role

  • Types: intrinsic, extrinsic, results knowledge, performance knowledge.

5.2.14 - Feedback Learning Process Role

  • Importance: reinforces learning, motivates, adapts performance, provides constructive criticism.

5.3 - Principle of Skill Learning

5.3.1 - Learning vs. Performance

  • Learning: Permanent improvement from practice.
  • Performance: Temporary and fluctuating outcomes.

5.3.2 - Learning Phases

  1. Cognitive/Verbal: Initial stage, basic comprehension.
  2. Associative/Motor: Refinement and increased consistency.
  3. Autonomous: Highly skilled with less conscious control.

5.3.3 - Learning Curves

  • Types: positive acceleration, negative acceleration, linear, plateau.

5.3.4 - Factors in Learning Rates

  • Individual differences, age, motivation, task difficulty, environment impact.

5.3.5 - Transfer Concept

  • Ability to apply learned skills to new contexts.

5.3.6 - Transfer Types

  • Positive, negative, zero, skill to skill, practice to performance, ability to skill, bilateral, stage to stage, principles to skills.

5.3.7 - Practice Types

  • Types: distributed, massed, fixed, variable, mental practice.

5.3.8 - Presentation Types

  • Whole, whole-part-whole, progressive part, part methods.

5.3.9 - Teaching Styles Spectrum

  • Styles: command, reciprocal, problem-solving.

6.1 - Statistical Analysis

6.1.1 - Error Bars

  • Graphically represent variability in data.

6.1.2 - Mean and Standard Deviation Calculation

  • Students should calculate using calculators or spreadsheets.

6.1.3 - Standard Deviation Significance

  • Summarizes spread of data.
  • 68% values within ±1 SD; 95% within ±2 SD in normal distribution.

6.1.4 - Standard Deviation in Data Comparison

  • Small SD implies tightly grouped data, large SD suggests wider spread.

6.1.5 - Coefficient of Variation

  • Ratio of SD to mean, expressed as a percentage.

6.1.6 - T-Test Application

  • Used to compare means, with different forms (paired/unpaired).

6.1.7 - Correlation vs. Causation

  • Correlation doesn't imply one variable causes changes in another.

6.2 - Study Design

6.2.1 - Importance of Fitness Test Validity

  • Specificity: Test relevance to the sport.
  • Accuracy: Close to true measurement.
  • Reliability: Consistency across multiple trials.
  • Validity: Accurate measurement of intended fitness components.

6.2.2 - Study Design Importance

  • Proper design proves causality through control groups and methods.

6.2.3 - PAR-Q Importance

  • Assesses readiness for a general training program.

6.2.4 - Test Evaluation

  • Evaluate field, lab, submaximal, maximal tests, comparing advantages and disadvantages.

6.3 - Components of Fitness

6.3.1 - Health vs. Performance-Related Fitness

  • Health-related: body composition, cardiorespiratory fitness, flexibility, endurance, strength.
  • Performance-related: agility, balance, coordination, power, reaction time, speed.

6.3.2 - Major Components of Fitness

  • Defined and sport examples provided for each fitness component.

6.3.3 - Fitness Tests Evaluation

  • Evaluate various tests on validity, reliability, and limitations for different fitness components (cardiovascular capacity, flexibility, endurance, agility, etc.).

6.4 - Principles of Training

6.4.1 - General Training Program Elements

  • Warm-up, endurance training, cool-down, flexibility, resistance training, recreational activities.

6.4.2 - Key Principles of Training Design

  • Progressive Overload: Incrementally increase exercise load.
  • Specificity: Tailoring training to specific performance aspects.
  • Reversibility: Fitness loss occurs when training stops.
  • Periodisation: Structuring training year into phases.
  • Variety: Include diverse activities to maintain engagement.

6.4.3 - Monitoring Exercise Intensity

  • Methods: heart rate measurement, Karvonen method, Rating of Perceived Exertion (Borg Scale).