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.