PE Unit 3 AOS 1
Sport specific skill:
Advanced versions or combinations of fundamental motor skills, relevant to the rules and equipment of a sport
Fundamental motor skill:
Foundational skills that provide the basis for the development of Sport specific skills.
Movement precision:
Fine motor skill:
A skill that recruits smaller or less muscle groups, which is focused on precise and controlled movements.
Gross motor skill:
A skill that recruits larger or more muscle groups, which is focused on producing speed or force.
Type of movement:
Discrete skill:
A skill with a distinct beginning and end.
Serial skill:
Several skills performed in a coordinated sequence.
Continuous skill:
A skill with no clear beginning and end, particularly relevant to locomotion.
Predictability of the environment:
Open skill:
A skill performed with little to no control over the environment.
Closed skill:
A skill performed with the greatest control over the environment.
Cognitive learner:
A person who has had little to no exposure to a particular movement skill
Associative learner:
A person who is beginning to refine their technique and success in a particular movement skill
Autonomous learner:
A person who can complete a skill automatically in a range of settings
Attention:
Amount of conscious thought required to complete a movement skill
Error:
A skill performed incorrectly or which does not achieve its intention
Continuum of learning:
A spectrum from cognitive to autonomous in which all leaners can be placed
Enabler:
Something or someone that has a positive influence on ones participation and skill development
Barrier:
Something or someone that has a negative influence on ones participation and skill development
Family:
Initially the most powerful influencer on participation in physical activity
Peers:
During school years the desire to belong to a peer group can influence participation in physical activity
Community:
The social and cultural characteristics of a community can influence participation in physical activity
Motor skills, participation and performance:
If a person is unable to perform fundamental motor skills their participation is likely to decrease which will also decrease their performance
Qualitative movement analysis (QMA):
Used to assess movement then improve movement which will lead to an increase in performance
Preparation:
Involving the collection of all relevant information including a purpose, knowledge of the skill, amount of times observations will be made and method of observation that will be used
Observation:
Involving watching the skill be performed either live or digitally
Evaluation:
Involves judging the quality of the skill that was observed and how it may be improved
Should be both valid and reliable
Error correction:
Involves addressing issues or weaknesses observed using coaching
Validity:
Refers to whether a test measures what it is intended to measure
Reliability:
Refers to if a test will produce the same or similar results when repeated
Inter-rater reliability:
Refers to the degree of agreement amongst different observers
Intra-rater reliability:
Refers to the consistency of scores given by the same assessor
Linear acquisition:
Based on a learner moving through predictable, step by step stages of skill development
Non-linear acquisition:
Acquiring skills through a non-fixed path may involve rapid change and regressions
Direct coaching:
Where feedback is generally given on every attempt and learner has little need to make decisions
Advantages
Environment is predictable and closed
Maximizes practice time
Disadvantages
Can be repetitive and boring
Doesn’t emphasize tactical awareness
Constraints based approach:
More adaptive and changes depending on individual, environmental and task constraints
Advantages
Practice replicates games environment
Practice is varied and motivating
Disadvantages
Less refinement of skill technique
May not cater for all players
Types of constraints:
Individual
Constraints personal to the player such as height, weight, motivation (coach can take into account)
Environment
Constraints involved in the playing area such as climate, lighting, cultural norms (Coach cannot control most)
Task
Constraints involved in the game such as dimensions of play, rules, equipment (Coach can manipulate)
Confidence:
The belief an athlete or learner has about their ability to execute a skill or goal successfully
It is important for an athlete to be self confident as they are more likely to calm and composed under pressure
It is also important that a athlete is not over confident or arrogant as it may lead to a decrease in performance
Motivation:
The causes of the initiation, maintenance and intensity of behaviour
Intrinsic motivating factors:
Factors internal to the athlete such as happiness or satisfaction
Extrinsic motivating factors:
Factors external to the athlete such as prize money or trophies
Positive motivation:
Involves reinforcing or encouraging good performance
Negative motivation:
Involves criticizing or punishing poor performance
Optimal arousal:
Arousal is how ready a person is to perform an action or task
Ways to increase arousal levels:
Increased breathing rate
Taking quick short breaths to stimulate the CNS and increase awareness
Acting energetically
Listening to upbeat music, shaking muscles to 'get pumped'
Ways to decrease arousal levels:
Reducing breathing rate
Taking slow deep breaths can help calm the body and focus the mind
Progressive muscle relaxation (PMR)
Slowly tensing muscles then relaxing them, working from top of the body to the bottom, taking slow deep breaths at the same time
Meditation
Focusing concentration internally, managing external distractions, quieting internal dialogue
Concentration:
The ability to focus on relevant cues, and ignore distractions
Types of concentration:
Broad internal
Focusing on own thoughts and feelings
Narrow internal
Used to mentally rehearse specific upcoming movements and shut out irrelevant thoughts and feelings
Broad external
Focusing on actions of others
Narrow external
Focusing one particular thing that is external to your own thoughts and feelings
Types of practice:
Part practice
Breaking down a skill into small manageable parts and practicing each part separately
Whole practice
Performing the entire skill start to finish, beneficial for skills that are continuous and have interdependent components
Practice distribution:
Massed practice
Involves longer less frequent training sessions with less time to rest throughout
Mainly used at local and amateur level, quicken initial learning but increase fatigue
Distributed practice
Involves shorter more frequent training sessions
Used at professional level as it enhances learning, better balance of long term retention and rest
Practice variability:
Blocked practice
Involves practicing the same skill continuously for a period of time without moving on to a different skill. While this may lead to improvements in skill during the session it may not correlate to a game situation
Random practice
Involves varying skills or movements in a nonsequential order requiring the learner to constantly adapt and reengage cognitively
Types of Feedback:
Intrinsic feedback
Where an individual uses their own senses to judge their performance
Proprioception
Sensory information received from within the muscle
Augmented feedback
External feedback generally from a coach
Concurrent feedback
If feedback occurs during activity
Terminal feedback
If feedback occurs after activity
Knowledge of results
Refers to feedback about the outcome of a task
Knowledge of performance
Refers to feedback about the characteristics of a task rather than the specific outcome of the task
Frequency of feedback:
During cognitive stage frequent feedback is necessary however is less needed as the learner develops
Linear motion:
Movement of an object or body in a straight line or curved path
Angular motion:
Movement of an object or body around an axis (rotational)
General motion:
A combination of linear and angular motion (most human movement)
Projectile motion:
The flight path of an airborne body or object that can be manipulated by three main factors
Projectile:
An airborne body (e.g. person) or object (e.g. ball)
Air resistance:
Force acting on a projectile that affects the horizontal distance of a projectile
Gravity:
Force acting on a projectile that affects the vertical distance of a projectile
Speed of release:
The rate at which a projectile is released into the air
Angle of release:
The angle at which a projectile is released into the air
Height of release:
The starting height at which a projectile is released into the air
Mass:
The measure of the quantity of matter found in an object or body
Inertia:
The reluctance of a body to change its state of motion
Force:
A push or pull from one body with mass to a second body, causing it to accelerate, decelerate or change direction
Distance:
The amount of ground an object covers throughout its motion (or degrees it rotates)
Displacement:
A body or object's overall change in position from start to finish (contains a direction)
Speed:
Distance / time - the rate at which an object or body is moving from one location to another.
Velocity:
Displacement / time - another rate at which an object or body is moving from one location to another (contains a direction, unlike speed)
Acceleration:
The rate of change in velocity of an object or body
An indicator of whether an object is speeding up, slowing down or staying the same (can be +velocity, -velocity or zero)
Momentum:
The amount of motion that an object or body possesses
Linear = m x v
Angular = Angular velocity x Moment of inertia.
Moment of inertia:
The reluctance of a body or object to rotate
(radius^2 x mass) of object that is rotating
Summation of forces:
The correct timing and sequencing of body segments through a range of motion
Body parts, sEquence, Stabilise, Timing (BEST)
Impulse:
The change in momentum of a body
(Impulse = force x time)
Torque:
A force that causes an object to rotate
Friction:
Occurs when two surfaces come into contact
Successful skill execution may require high or low amounts of friction
Lever:
A structure made up of a rigid bar, an axis, force input and resistance. Used in human movement to manipulate other objects (e.g. projectiles)
Axis:
The point of rotation for a lever (e.g. an elbow)
Range of motion:
The full extent (in degrees) that a lever can move through its potential arc
The larger the ROM, the greater the speed advantage
Mechanical advantage:
The measure of a lever's ability to produce speed or force (MA = length of Force arm / length of resistance arm)
The lower an MA, the greater range of motion and speed that the lever can produce
Third class lever:
where the force (effort) is applied between the axis (fulcrum) and the resistance (load)
Newtons first law:
An object in motion stays in motion unless acted upon by an unbalanced force
Newtons second law:
An object will accelerate proportionate to the force applied and inversely proportionate to its mass
Force = mass x acceleration
Newtons third law:
Every action has its equal and opposite reaction
Equilibrium:
When all opposing forces are balanced, can be static (stationary) or dynamic (whilst moving)
Stability:
The degree at which the body resists changes in equilibrium (this can be manipulated)
Balance:
The ability to maintain or control equilibrium (this can be trained)
Base of support:
The area of an object that is in contact with a surface (greater BOS = greater stability)
Line of gravity:
Imaginary line that travels through the centre of gravity into the middle of the base of support (LOG closer to middle of BOS = greater stability)
Centre of gravity:
The central point of an object that weight is evenly distributed around (lower COG = greater stability)