Note-taking framework used in the unit:
Syllabus definition
Elaboration of concept
Relevant example
Link statement to verb
TEEL: Topic sentence, Illustration, Explain, Link back to question
Extended Response Question De-construction – CUBE:
Common PDHPE NESA Verbs: Outline, Sketch in general terms; indicate the main features of; Describe; Provide characteristics and features; How; Show the relationship between concepts; Explain; Relate cause and effect; Discuss; Identify issues and provide points for and/or against; Analyse; Identify components and the relationship between them; Assess; Evaluate; Justify
There are three stages that describe how learners acquire new movement skills:
Cognitive stage
Associative stage
Autonomous stage
Cognitive stage (initial stage):
Fundamental requirement: learner gains an understanding of the task required
Use demonstrations, videos, and guidance to highlight important points
Learner experiences errors, awkwardness, and possible disorientation
Continuous feedback is essential to guide progress
Rate of progress varies by individual and task complexity
Some difficult skills (e.g., handstands, somersaults) may never be mastered by some
Associative stage (second stage):
Less tuition from coach; more practice by the learner
Learner practices the whole movement; errors persist but fluency/smoothness increases
Kinaesthesis (sense of movement) improves; confidence rises
Learner begins to provide some own feedback as proficiency grows
Some athletes may remain at this stage without reaching automatic performance
Autonomous stage (third stage):
Skill executed automatically with proper sequencing and fluency
Subroutines (discrete components) consolidated; movements are fluent (temporal patterning)
Enhanced kinesthetic sense; ability to self-correct during performance
Attending to other cues during performance becomes possible (e.g., in netball, deciding who to pass to and what pass to make under pressure)
Training should reflect game/competition scenarios to adapt skills to real performance
Practical activity reference:
In pairs, learners assess each other’s skill acquisition level using a variety of skills (handballs, tennis balls, rugby balls) to categorize stages
Confidence
Confidence = belief in success; crucial to skill acquisition
Athletes must feel capable of achieving the skill autonomously, even before mastery
Heredity (Genetics)
Psychological traits, physical attributes, and biology passed from parents
Somatotypes (ectomorph, endomorph, mesomorph) influence sport suitability
Fast-twitch vs slow-twitch muscle fiber ratios influence performance (e.g., sprinting vs endurance)
Prior experience / Transfer of learning
Prior related experiences can accelerate new skill learning
Example: Divers with gymnastics background transfer movement mastery to diving
Athletes moving codes can succeed due to transferable skills and problem-solving strategies
Personality
Common personality traits shape learning patterns: enthusiasm, reliability, determination
Positive attitudes correlate with greater commitment and learning outcomes
Other notes:
Factor interactions (confidence, heredity, prior experience, personality) influence rate and quality of skill acquisition
Heredity:
Physical attributes: height, limb length, body shape
Biomechanical and morphological predispositions influence sport suitability (e.g., tall linear frame for high jump; tall/muscular for basketball)
Muscle fiber composition (fast-twitch vs slow-twitch) affects sprint vs endurance capabilities
Prior Experience (Transfer of Learning):
Prior exposure to similar skills can accelerate learning in a new sport
Example: Gymnasts transitioning to diving benefit from established spatial awareness and body control
Activity: identify sports where prior experience enhances skill acquisition
Transfer examples across sports (from the notes):
Athlete examples where families or role models are involved in elite sport
Transfer of learning across sport lines can facilitate elite performance
Key categories that influence learning and performance:
Gross vs Fine motor skills
Gross: large muscle groups; e.g., cycling, running, swimming
Fine: small muscle groups; e.g., darts, archery, putting
Continuous vs Discrete vs Serial skills
Continuous: no real beginning or end; ongoing (e.g., running, swimming)
Discrete: definite beginning and end (e.g., pitching, serving, free throw)
Serial: sequence of discrete skills performed in a series (e.g., lay-up, javelin run-up + throw + follow-through)
Open vs Closed skills
Open: environment is variable and unpredictable (e.g., surfing, returning a tennis serve, saving a penalty)
Closed: environment is predictable (e.g., basketball free-throw, archery, time-trial cycling)
Self-paced vs Externally paced
Self-paced: athlete controls timing (e.g., long jump, penalty kick, bowling a cricket ball)
Externally paced: timing controlled by external factors (e.g., returning a tennis serve, defending in rugby)
Practice activity: learners evaluate a table of skills by category (closed/open, gross/fine, discrete/continuous/serial, self-paced/externally paced)
Flipped learning reference (URL) included in the notes
Massed practice
Single skill practiced continuously with little to no rest
Suitable for highly motivated or highly skilled learners; risk of boredom and fatigue; not ideal for highly complex or physically demanding skills
Example: basketball free-throw sequence in one block
Distributed practice
Sessions interspersed with breaks; reduces fatigue and fatigue-related errors; better for complex or high-risk skills
Whole practice
Skill practiced in its entirety to build kinaesthetic sense; good for discrete and continuous skills
Part practice
Break skill into sub-skills (subroutines); practice parts before integrating; used for serial skills (e.g., basketball layup components)
Blocked practice
Fixed sequence of repeating the same skill; structured and predictable environment
Keeps skill practice focused but may limit transfer to variable game situations
Random practice
Varied skills in a non-predictable order; promotes transfer and long-term retention; closer to real-game context
Practical examples and teacher/student demonstrations are provided for each method
Critical for competition and game-like contexts:
Decision-making: choosing when/how to execute a skill for maximum effectiveness
Strategic development: understanding how to maximise outcomes within a game plan
Tactical development: applying strategies to exploit opposition weaknesses and coordinate team actions
Game-centred approach:
Practice through competitive games or small-sided games to integrate skills with decision-making and tactical awareness
Application example:
Soccer coach using small-sided games to enhance passing under pressure
Activity prompts:
Identify three team sports with pivotal decision-making roles and specify positions
Intrinsic (task-intrinsic) feedback
Internal feedback from proprioception and senses; useful in autonomous stage for accurate self-assessment
Augmented feedback
External input supplementing intrinsic feedback (coach comments, crowd reaction, performance results, video reviews)
Concurrent feedback
Provided during performance; helps adjust technique in real-time; often external or internal
Delayed feedback
Given after a performance; often external; supports reflection and correction for future attempts
Knowledge of Results (KR)
External feedback indicating overall success or failure (e.g., number of goals, score)
Knowledge of Performance (KP)
Feedback about the quality of the technique or execution (e.g., angle of elbow, height of toss)
Notes on usage:
Intrinsic feedback tends to dominate in the autonomous stage; augmented feedback is crucial in cognitive/early associative stages
The timing and type of feedback should align with the learner’s stage of skill acquisition
Task for students:
Choose a sport and identify all skills involved
For each skill, classify its position along each continuum: closed/open, fine/gross, self-paced/externally paced, discrete/continuous/serial
Part learning:
Break one skill into segments; identify segments and how to teach a beginner
Practice in practice:
Discuss how teaching approaches would apply in practice for a beginner
Suggested teaching plan and structure vary by the chosen sport
Practical activity guidance:
Practice a new skill daily (e.g., juggling or using non-dominant hand to target)
Record daily results for 20 trials over 5 days
Tasks:
Describe the skill and scoring procedure
Graph average scores by day
Identify which stage was reached
Explain progression through stages
Identify requirements to progress further
Identify attributes of an autonomous-stage performer
Reflect on problems, issues, and feelings at each stage
Compare results with peers
Example plan: Basketball lay-up
Lay-up described as an open, gross, serial, internally paced skill
Break into sub-skills: dribbling, catching, jumping, shooting
Early stage: mass practice of sub-skills; external feedback focused on performance; concurrent and delayed feedback
Associative stage: join sub-skills; continue external feedback focusing on performance; partial internal feedback begins
Autonomous stage: integrate into game-like contexts; feedback becomes more internal and results-based; emphasis on performance elements rather than process
Massed practice implemented once integrated; progression depends on athlete’s motivation and cognitive capacity; distributed practice may be used if motivation or reliability is an issue
Practical sessions are designed to reflect both the cognitive and associative stages and progressively shift to autonomous execution
Game-sense approaches and small-sided games are used to develop decision-making and tactical awareness
Multiple-choice examples (with answers):
Q: Which stage feature is evident in the associative stage? Answer: D - Experiencing repeated success with a decreasing number of errors
Q: What is most evident when athletes have achieved the autonomous stage? Answer: B - They fluently perform skills and tactics learnt in practice
Q: During which stage is anticipation initially learned? Answer: A - Associative
Q: Outline the stages of skill acquisition. [Descriptor and marks provided]
Q: An athlete transitions from basketball to netball; which learner characteristic is most relevant? Answer: C - Confidence or potentially Prior experience depending on phrasing (reference provided in notes)
Q: An individual performing a discrete, open, externally paced skill (which would it be?) Answer: D - Returning a tennis serve
Q: Feedback type for scoring at the end of a routine? Answer: C - Knowledge of results
The notes include additional context for each question type and its reasoning
Identity of key terms:
Open vs Closed skills, Gross vs Fine, Continuous vs Discrete vs Serial, Self-paced vs Externally paced
Massed, Distributed, Whole, Part, Blocked, Random practice
Decision-making, Strategic development, Tactical development
Knowledge of Results (KR) vs Knowledge of Performance (KP)
Teaching and research prompts:
How the research informs practical coaching strategies for skill development
How to structure three training sessions for a chosen sport with emphasis on one of: massed/distributed, whole/part, blocked/random
Peer feedback and marking criteria sections show how learners assess and reflect on their own or peers’ learning progress
Skill acquisition is a progressive process through three stages: cognitive (understanding), associative (practice with feedback and growing fluency), and autonomous (automatic performance with high consistency and adaptability)
Learner factors (CHEAP) — Confidence, Heredity, Experience, Personality — affect rate of skill acquisition
Movement skills have core characteristics (gross/fine, continuous/discrete/serial, open/closed, self-paced/externally paced) that shape how they are practiced and learned
A variety of practice methods exist to suit skill type and stage (massed, distributed, whole, part, blocked, random); each has benefits and limitations
Performance elements (decision-making, strategy, tactics) should be integrated into practice via game-centred approaches to improve real-world performance
Feedback comes in multiple forms (intrinsic vs augmented; concurrent vs delayed; KR vs KP) and should be matched to the learner’s stage
Research tasks and extended-response planning emphasize breaking skills into sub-skills, describing teaching sequences, and applying to sport contexts
Practical tasks and real-world examples help translate theory into coaching practice (e.g., lay-ups, juggling, transfer between sports)
Cognitive stage guidance and demonstrations (video resource mentioned in notes) to avoid information overload while maintaining progress feedback
TEEL and CUBE frameworks for structuring notes and exam responses
If you want, I can tailor these notes to a specific sport or topic area within the unit, or convert them into a printable study sheet with checklists for each stage and skill type.