SEHS success criterias

Learning, Stages & Learning Curves

• Define learning vs performance (with sport example)

  • Learning: A relatively permanent change in ability due to practice.
    E.g. a basketball player permanently improves their free-throw technique.

  • Performance: A temporary execution of a skill that can vary day-to-day.
    E.g. shooting well today but poorly tomorrow due to fatigue.


• Cognitive, Associative, Autonomous stages (with examples)

  • Cognitive: Beginner; lots of mistakes; needs demonstrations + feedback.
    E.g. a beginner learning a tennis serve for the first time.

  • Associative: Fewer errors; movement becomes smoother; more consistent.
    E.g. a volleyball player developing more reliable serves.

  • Autonomous: Automatic, little conscious thought; consistent + efficient.
    E.g. an elite netball shooter performing with high accuracy under pressure.


• Recognise learning curves

  • Positive acceleration: Slow improvement → fast improvement.

  • Negative acceleration: Fast initial improvement → slows down.

  • Plateau: No improvement for a period (fatigue, motivation, lack of challenge).


• Factors affecting rate of learning

  • Motivation

  • Quality of coaching

  • Task complexity

  • Feedback quality

  • Physical fitness

  • Experience / previous skills


• Positive, negative, zero transfer (with examples)

  • Positive: One skill helps another.
    E.g. overarm throw → improves serving in volleyball.

  • Negative: One skill hinders another.
    E.g. badminton wrist flick interfering with tennis forehand.

  • Zero: No effect.
    E.g. swimming → no transfer to long jump.


Information Processing & Memory

• Information processing model

Input → Decision making → Output → Feedback


• Identify inputs/cues

  • Vision: Position of opponent, flight of the ball

  • Sound: Teammate calling

  • Touch: Feeling of ball contact, balance

  • Proprioception: Body position sense


• STM vs LTM (capacity + duration + sport link)

  • STM: 5–9 items; lasts ~30 seconds; used for temporary decisions.
    E.g. remembering a coach’s quick instruction during play.

  • LTM: Unlimited capacity; long duration; stores motor programmes.
    E.g. stored technique for a hockey push-pass.


• Reaction time, movement time, response time (with example)

  • Reaction time: Time from stimulus → start of movement.
    E.g. hearing the starter gun in sprinting.

  • Movement time: Start of movement → completion.
    E.g. sprinting to the finish line.

  • Response time: Reaction time + movement time.


Single Channel Hypothesis, Anticipation & PRP

• Single Channel Hypothesis

Only one stimulus can be processed at the decision stage at a time → bottleneck.


• Anticipation (how it speeds/slows)

  • Correct anticipation: Faster responses (pre-programmed movement).

  • Incorrect anticipation: Slower responses (must adjust last-second).


• Spatial vs temporal anticipation

  • Spatial: Predicting where something will happen.
    E.g. goalkeeper predicting ball direction.

  • Temporal: Predicting when something will happen.
    E.g. sprinter timing the gun.


• Psychological Refractory Period (PRP)

Delay in responding to a second stimulus (S2) when it follows closely after the first stimulus (S1) because S1 is occupying the bottleneck.


• Apply PRP (fake pass/shot)

In European handball or basketball:

  • Attacker gives a fake shot (S1) → defender processes it.

  • Real shot (S2) comes quickly → defender is stuck in bottleneck → delayed → attacker gains advantage.


• How coaches/performers use deception

  • Fake passes

  • Dummy runs

  • Double movements

  • Sudden direction changes
    All force the opponent into PRP delay.


Skill Classification & Practice Types

• Skill continua (with examples)

  • Gross–fine:
    Gross: Rugby tackle.
    Fine: Darts throw.

  • Open–closed:
    Open: European handball pass under pressure.
    Closed: Gymnastics floor routine (predictable).

  • Discrete–serial–continuous:
    Discrete: Penalty kick.
    Serial: Triple jump.
    Continuous: Running.

  • Self-paced–externally paced:
    Self-paced: Golf putt.
    Externally paced: Receiving a serve.


• Practice types

  • Fixed: Same environment → for closed skills.

  • Variable: Changing environment → for open skills.

  • Massed: Long sessions, few breaks → motivated/fit learners.

  • Distributed: Short sessions, many breaks → good for beginners/fatigue.


• Choose suitable practice type (examples)

  • Beginner learning tennis serve → distributed + fixed.

  • Advanced soccer player passing → variable + massed.


• Evaluate distributed practice

Pros:

  • More rest, avoids fatigue

  • Good for beginners

  • Allows reflection/feedback
    Cons:

  • Time-consuming

  • Less repetition per session


Feedback, Signal Detection & Selective Attention

• Feedback types

  • Intrinsic: From senses/muscles.

  • Extrinsic: Coach/video.

  • Concurrent: During performance.

  • Terminal: After performance.

  • KP: Technique-based.

  • KR: Outcome-based.

  • Motivation, reinforcement, punishment: Strengthen or weaken behaviours.


• Identify feedback (short examples)

  • “Follow through more” → KP

  • “You scored 7/10” → KR

  • Video replay → extrinsic, terminal

  • Feeling stable landing → intrinsic


• Signal detection

Ability to pick out relevant cues from noise.
Improved by: experience, training, selective attention, cue intensity, time.


• Selective attention (European handball example)

Player focuses on relevant cues (teammate’s movement, defender’s position) while ignoring crowd noise → faster, better decisions.


Information Processing (Complex Models & Application)

• Welford model (key parts)

Input → Perception → Decision making → STM LTM → Output → Feedback


• How info enters STM

  • Selective attention filters important cues.

  • Rehearsal keeps them in STM long enough to use OR transfer to LTM.


• Apply SCH + PRP to tennis scenario

  • Player A sends two quick shots: fake drop shot (S1) → real lob (S2).

  • Opponent begins processing S1.

  • Bottleneck (SCH) prevents processing of S2 immediately.

  • PRP delay means opponent reacts late → loses point.