Flashcards
A-Level PE - Physiological Factors Affecting Performance - Part 1
Cards in this deck (74)
- 1Muscular Involvement - Gross-Large muscle groups
-Not very precise
e.g. 100m sprint - 2Muscular Involvement - Fine-Small muscle groups
-Intricate and precise movements
e.g. Archery - 3Environmental Influence - Open-Effected by environment
-Must adapt to situation
-Decisions must be made
e.g. Rugby pass - 4Environmental Influence - Closed-Not effected by environment
-Same technical model used
-Not many decisions to be made
-Self paced
e.g. Javelin - 5Pacing - Internal-Performer decides when the skill starts
e.g. Gymnastics - 6Pacing - External-Environment decided when the skill starts
e.g. Swimming race - 7Continuity - Discrete-Clear beginning + end
-Must start again to repeat
e.g. Cartwheel - 8Continuity - Serial-A few discrete elements which create a sequence
e.g. Ice skating routine - 9Continuity - Continuous-No definite beginning or end
-End of one cycle doesn't mean the start of another
e.g. Cycling - 10Difficulty - Simple-Low levels of information to process
-Few decisions
e.g. Running - 11Difficulty - Complex-High levels of information to process
-Many decisions to be made
e.g. 10m diving routine - 12Organisation - Low-Subroutines can be broken down
e.g. Swimming - 13Organisation - High-Sub-routines can't be broken without disruption
-Closely linked
e.g. Handstand - 14Part Practice-Low organisation
-Sub-routines
-Dangerous skills
-Complex skills
-Serial skills
-Confidence building
e.g. Tennis backswing - 15Whole Practice-Practiced as whole
-Allows the performer to learn kinesthetic feel
-Appreciate relationships in movements
-Rapid/Ballistic skills
e.g. Golf swing - 16Whole-Part-Whole Practice-Attempt whole skill
-Practice smaller sub-routines
-Put them back together and practice as a whole
-Serial/Low organisational skills
e.g. Basketball lay-up - 17Progressive-Part Practice-Segmentation (chaining)
-Serial skill sub-routines
-Sub-routines seen as chain links
-1st then 2nd link, put together
-3rd link, then practice entirely
e.g. Diving routine - 18Massed Practice-Continuous
-No rest
e.g. Basketball free throws - 19Advantages/Disadvantages of Massed PracticeAdv
-Becomes habitual
-Saves time
Disadv
-Boredom
-No time for feedback - 20Distributed Practice-Long rest periods
-Use rest for mental rehearsal#
e.g. Swimming - 21Advantages/Disadvantages of Distributed PracticeAdv
-Feedback given in rest periods
-Good for beginners
Disadv
-Time consuming - 22Fixed Practice-Stable/Predictable
-Conditions don't change
-Closed skills
-Habitual nature of skills
e.g. Pole vault - 23Advantages/Disadvantages of Fixed PracticeAdv
-Closed skills become habitual
-Perfect practice
Disadv
-Not suitable for open skills - 24Varied Practice-Practice is varied
-Similar to real game situations
e.g. Small sided football matches - 25Advantages/Disadvantages of Varied PracticeAdv
-Develops decision making skills
-Good for open skills
Disadv
-Basic skills must be established first - 26Cognitive Performers-Learn through trial and error
-Success = reinforcement
-Demonstration and guidance required
-Relevant cues highlighted with verbal guidance - 27Associative Performers-Mental models created
-Less mistakes due to motor programme development
-Practice/Rehearsal for improvement
-Less reliance on extrinsic feedback - 28Autonomous Performers-Fully grooved/formed motor programmes
-Stored in the LTM
-Fluent movements, no mistakes
-Little conscious control needed - 29Verbal Guidance-Used with visual guidance
-Describes required actions
-Good for perceptual improvement (tactics) - 30Advantages of Verbal Guidance-Can be feedback on improvement
-Holds attention
-Increases motivation - 31Disadvantages of Verbal Guidance-Not great on its own
-Not always accurate - 32Visual Guidance-Display
-Demonstration
-Videos - 33Advantages of Visual Guidance-Good for cognitive performers
-Corrects errors
-Mental image created
-Motivation - 34Disadvantages of Visual Guidance-Demonstration must be accurate
-Loses impact with increased complexity
-Requires verbal guidance alongside it - 35Manual and Mechanical Guidance-Coach or apparatus physically supports the performer
- 36Advantages of Mechanical/Manual Guidance-Spacial awareness
-Kinesthetic feel learnt
-Corrects errors
-Confidence building
-Motivating - 37Disadvantages of Mechanical/Manual Guidance-Trust required
-Might not want that relationship with coach
-Hard to correct your own errors
-Over-reliance - 38Intrinsic Feedback-Internal proprioceptors assess feel of movement (kinesthesis)
- 39Advantages of Intrinsic Feedback-Occurs as movement happens
-Corrected instantly
-No reliance on others - 40Disadvantages of Intrinsic Feedback-Hard for cognitive as they can't interpret movements
- 41Extrinsic FeedbackFeedback from external sources
- 42Advantages of Extrinsic Feedback-Improvement in performance
-Creates mental image - 43Disadvantages of Extrinsic Feedback-Create reliance
-Can't progress on it alone - 44Positive FeedbackReceived on successful movements reinforcing learning
- 45Advantages of Positive Feedback-Leads to improvement
-Motivating - 46Disadvantages of Positive Feedback-Can be ignored or misused
- 47Negative FeedbackReceived in moment on incorrect movements. Used to correct movement.
- 48Advantages of Negative Feedback-Motivational for autonomous performers
-Allows for improvement - 49Disadvantages of Negative Feedback-Demotivating for cognitive performers
- 50Knowledge of ResultsFeedback on outcomes of movements, positive or negative
- 51Advantages of Knowledge of Results-Motivational
-Builds confidence - 52Disadvantages of Knowledge of Results-Can become extrinsically focused
-Can be demotivating - 53Knowledge of PerformanceConcerns the quality of movements
- 54Advantages of Knowledge of Performance-Teaches intrinsic feedback
-Allows improvement
-Motivational - 55Disadvantages of Knowledge of Performance-Can lose skill of intrinsic feedback
-Reliance on extrinsic feedback
-Incorrect use is demotivating - 56Positive TransferLearning a new skills helps the performance of another
e.g. Tennis serve and overhead smash - 57Negative TransferLearning a new skill hinders performance of another skill
e.g. Overhead smash badminton and smash in tennis - 58Proactive TransferPreviously learned skill affects a yet to be learned skill
e.g. Tennis serve could help cricket shot - 59Retroactive TransferWhen learning a new skill affects a previously learned skill
e.g. Catching cricket ball helps with previous rugby catch - 60Bilateral TransferTransfer of learning from one limb to another
e.g. penalty kick with left and then right foot - 61Optimising positive transfer-Practice should include positive transfer
-Build on similar skills
-Ensure clear demonstration of transfer
-Give learner praise when transferred well
-Make practice similar to game situation - 62Limiting Negative Transfer-Apply strategies to do positive transfer
-Conflicting skills avoided close together
-Draw attention away from negative transfer - 63Operant Conditioning - Skinner-Learn through trial + error
-Behaviour modified by direction towards stimulus
-Law of Exercise
-Law of Effect
-Law of Readiness - 64Law of Exercise-Stimulus-Response (S-R) bonds are strengthened through repetition/rehearsal
-Positive/negative reinforcement required after response - 65Law of Effect-If response is a 'satisfier', S-R bond strengthened
-If response is an 'annoyer', the S-R bond weakened
-Pleasant outcomes are likely to motivate - 66Law of ReadinessPerformer must be physically and mentally able to complete task effectively
- 67Cognitive Learning Theory-Problem to be understood as a whole
-Requires independent problem solving
-Adapt/modify actions
-Creates problem solvers
-Develops independent learning
-Increases motivation - 68Social/Observational Learning Theory - BanduraLearning through watching/copying (ARMM)
Attention - watching demonstration
Retention - practicing (copying)
Motivation
Motor Reproduction - ability to do action - 69How to make SLT effective-Demonstration must be accurate
-Clear verbal guidance
-Role models
-Mental rehearsal
-Limit time between attention + retention - 70Atkinson + Shiffron's Multi-Store Memory Model-Input
-Short-term sensory store
-Attention
-Short-term memory
-Rehearsal
-Long-term memory - 71InputThe environment/situation
e.g. catching a ball - 72Short-term Sensory Store-Sensory cues received (movements)
-Selective attention (filter in relevant cues)
-Relevant information passed to short-term - 73Short-term Memory Store-Perception occurs (flight of ball)
-Information rehearsed (remembered)
-Information 'chunked' in brain
-Information compared with data in LTM - 74Long-Term Memory
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- Up to memory models.
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