Skill acquisition
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Transcript of Skill acquisition
Skill Acquisition
All you need to know!
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Topics Skill & Ability
Information Processing
Memory
Reaction Time
Feedback
Motor Programmes & Sch
ema
Loop Control
Motivation & Arousal
Learning Theories
Reinforcement
Phases of Learning
Practice
Guidance
Transfer
Skill & Ability Skill – characteristics
The learned ability to bring about pre-determined results with maximum certainty often with the limited outlay of time, energy or both”
Skill Classifications
Ability – characteristics Gross Motor Psychomotor
Skilful Characteristics
Learnt Goal DirectedAesthetic
SKILLCo-ordinated
Technicalmodel
Controlled Consistent Efficient
Characteristics explained!
Aesthetic - Graceful gymnastics routine Fluent - Movements ease into each other Technical Model - Resembles a technique Goal Directed - Understanding what needs to be
done! Learnt - Tennis player is taught a serve & practices Consistent - Performance is repeated with regularity Controlled - Performance is under control of performer Co-ordinated - Performance is not jerky Efficient - Swimmer moves smoothly through water
Skill Classifications
Open / Closed /
High / Low Organisation /
Continuity Continuum / /
Gross / Fine /
Pacing Continuum /
Environmental Factors
Open
Skill is affected by the environment (weather/opposition)
Skill is externally paced
Performer is reactive Varied Practice
method
Closed
Skill is not affected by the environment
Skill is self paced Skill is habitual Fixed Practice
method
Organisation Classification
High Closely linked
subroutines Not easily broken
down Practiced as a whole
ExamplesCartwheel Running
Low Subroutines can be
separated Skill is easily broken
down into parts
ExamplesSwimming Triple Jump
Continuity Continuum
Discrete Obvious
start and end to the movement ExampleDiving
Serial Discrete
elements linked together
ExampleTriple Jump
Continuous No clear
beginning or end to the skill
ExampleCycling
Muscles Used
Gross Large muscle
groups used. Large
movements ExamplesRunning
Kicking
Fine Small muscle
groups used. Small/fine
movements ExamplesPistol shooting
Darts
Pacing ContinuumExternal
Action is controlled by external factors.
Performer is not in control of the rate of the action
Often open skills ExamplesTackle Rafting
Self Action is controlled
by performer Performer is in
control of the rate of the action
Often closed skills ExamplesTennis Serve Golf
shot
Characteristics of Ability Ability is………
Genetic Comes from our parents
Stable We don’t lose it!
Foundation for skill Base for learning skills
Psychomotor Ability
Psycho - Processing information Motor - Movement Therefore ; processing information
then moving. Eg – a fielder in cricket throwing the ball
at the stumps. P – Where am I in relation to the
stumps?M – Throwing the ball at the stumps!
Gross Motor Ability Movement using large muscle
groups. Types include;
Speed Strength Stamina Balance Flexibility Co-ordination
Information Processing Basic
Schmidt’s Model
Welford's Model
Whiting’s Model
Key Terms
Basic Model
BASIC MODEL
I NPUT
D ECI SI ONM AKI NG
OUTPUT
FEED BACK
Schmidt’s Model•STIMULUSthis is the input from the environment / surroundings•STIMULUS IDENTIFICATIONrefers to the reception and interpretation of sensory information•RESPONSE SELECTIONis responsible for decision making•RESPONSE PROGRAMMINGconcerned with the sending of movement information via the nerves to the muscles•OUTPUTis movement resulting from the process
- STI M ULUS(input)
STI M ULUSI D ENTI FI CATI ON
R ESPONSESELECTI ON
R ESPONSEPR OGR AM M I NG
R EACTI ONTI M E
M OVEM ENT(output)
Welford’s Model
STI M ULI
D I SPLAY
PER CEPTUAL M ECHANI SM
D ECI SI ON M ECHANI SM
EFFECTOR M ECHANI SM
M OVEM ENT(output)
M USCULAR SYSTEM
R ESPONSE
I NTR I NSI C FEED BACK
SENSOR Y I NFOR M ATI ON
DISPLAYrefers to the range of actions and things that are happening in the surrounding environment of the performer PERCEPTUAL MECHANISMthe part of the brain which perceives the surroundingsDECISION MECHANISMthe part of the brain which makes decisionsEFFECTOR MECHANISMthe part of the brain which carries out the decisions and sends messages to the limbs and parts of the body which act out the relevant skill INTRINSIC FEEDBACKfeedback as to what actually happens to the body via the proprioceptors which inform the brain about balance, muscle tensions, limb positions and angles EXTRINSIC FEEDBACKfeedback via the result (response) of the actions madethe results of which feed back as part of the display
Whiting’s ModelRECEPTOR SYSTEMS•refers to the sense organs which receive information
PERCEPTUAL MECHANISM•the part of the brain which perceives the surroundings and gives them meaning
TRANSLATORY MECHANISM•the part of the brain which makes decisions and sorts out and processes the few relevant bits of information from the many inputs from the surroundings
EFFECTOR MECHANISM•the part of the brain which carries out the decisions and sends messages to the limbs and parts of the body via the nervous system
Key Terms Display – The physical environment in which the person is
performing. (eg – display would be team-mates, where are the opposition, the ball, the pitch etc etc)
Perceptual mechanisms – Interpretation of the information received by the senses.
Effector Mechanisms – Motor programmes or schemas are selected and developed. (what and how am I going to do it!)
Muscular System – Muscles receive relevant motor programme or plan of action and a movement is initiated.
Input – information received from the environment via the sense organs – easier with a stronger stimulus (ie loud, bright, unusual)
Visual (see), Auditory (hear), Proprioception (how our body is orientated and the extent to which muscles are contracted or joints extended)
3 parts to Proprioception Touch (feel – pain, temperature, pressure) Equilibrium (sense that tells the brain when your body is
balanced and when it is tipping, turning or inverting) Kinaesthesis (Sense that informs the brain of the movement
or state of contraction of the muscles, tendons and joints)
Memory
Short TermSensoryStore
SelectiveAttention
Short TermMemory(STM)
Long TermMemory(LTM)
Motor Plan
Info from STM is encoded to
LTMInfo from LTM is retrieved by recall,
imagery and recognition.
Short Term Sensory Store
Gets all the information from the display (environment)
Almost limitless Retains information for 0.5-1
second Moves onto Selective attention
part of the process.
Selective Attention
The filtering system of the process. Decides on the relevant from the
irrelevant Relevant information passes into the
Short Term Memory Irrelevant is discarded. This prevents the STM from being
overloaded.
Short Term Memory
Holds between 7(+-2) pieces of information
For 30 seconds Motor plan is initiated by one
decision Capacity is increased by
“chunking” information together
Long Term Memory
Almost limitless Information is encoded from STM Information is retrieved from LTM
to STM in order to initiate movement.
Retention strategies for LTM
Practice, Overlearning, Repetition Link information to that already
stored/relate to past experiences Make information meaningful/relevant Experience is enjoyable/novel/interesting Use of visual imagery/mental rehearsal Reward and reinforce success Chunk/group information together Intensify the stimulus Make information unique/unusual
Reaction Time
Reaction/Movement/Response Time
Hicks Law
Factors affecting RT
PRP
Anticipation
Definitions
Reaction Time Simple (one stimulus/one response) Choice (one or more stimulus/more responses)
Movement Time (time from start of movement to its completion)
Response Time = Reaction Time + Movement Time RUN!!!
Reaction Time : Movement Time………………….--------------------------RESPONSE
TIME------------------------------------------------------
Hicks Law
Choice Reaction Time
As the number of stimuli increases so does RT.
Factors affecting RT
Age RT deteriorates with time
Sex males are generally faster than females
Predictability of stimulus Anticipation
correct anticipation decreases RT and incorrect increases RT.
Intensity of stimulus Psychological Refractory Period
presentation of a 2nd stimulus to react to. Experience
How can coaches improve response time?
Improving Response time
Practice Mental
Rehearsal Experience S-R
compatibility Warm Up Arousal Levels Selective
attention Fitness Cue detection
eg practicing sprint starts Attending to the correct cues Similar to practice – awareness of a
stimulus occurring Normal responses to a stimulus will
decrease RT Preparation of body for activity Optimum level of arousal Focussing on the relevant information
available Improving it! Analysing opponents behaviour and
anticipating future events
Psychological Refractory Period
Or…………….. S1 – Ronaldo taking a free kick R1 – Petr Cech moving to his left to save it S2 – Ball deflects off the wall to the right R2 – Cech trying to go right to save it.
PRP continued
Psychological Refractory Period or PRP is the delay caused because of an increase in processing time when the first stimulus is closely followed by a second stimulus e.g. an attacker pretends to go one way by dropping their shoulder (first stimulus) then pushes off on the other leg (second stimulus) and goes in a different direction.
This explains why a "dummy" or "fake" is so successful. The time delay this causes is the Psychological
refractory period. The time it takes you to change your mind.
This slows the reaction time of the performer, as the first piece of information needs to be cleared before the second can be processed.
Anticipation This is the ability to predict future events from early signals
or past experience. It relies on experience to recognise stimuli and cues that
allow the performer to process information before an event occurs e.g. an experienced batsman would watch the bowlers hand and arm action to guess the type of delivery. A novice would watch the ball bounce before deciding which shot to play.
Benefits of anticipation - reduces your reaction time, leaving you in greater control.
Costs of anticipation - if you are wrong in your anticipation, you have to cancel the first response and reprocess. This increases your reach in time.
How to prevent someone anticipating your action: - be unpredictable
- disguise your action- randomise
Feedback
Intrinsic
Extrinsic
Functions
Intrinsic
Comes from within. The “feel” of the movement
Eg balancing during a headstand Via proprioceptors and Kinaesthesis Mainly used in Autonomous phase of
learning Difficult for Cognitive stage of
learning people – novices.
Extrinsic
From external sources – coaches/teachers etc
Very important for beginners as they have not got the experiences to use intrinsic feedback
Functions
To ....................... reinforce correct actions
To ....................... correct faults To ....................... strengthen S-R
bond To ....................... prevent bad
habits To ....................... increase
confidence
Motor Programmes/Schema
Motor Programmes
Schema Theory
Motor Programmes Are a set of movements that are
stored in long term memory. They contain subroutines The plan is updated after the skill is
performed
Practical example of a tennis serve
Motor Programme example
Tennis Serve
Grip StanceBallToss
Swing ContactFollow
through
Schema Theory
Used to explain how we can “pick up” new skills that have never been attempted before.
A general schema is developed and modifies for different scenarios.
Eg – A schema for throwing. Allows for javelin throwing, darts, bowling, throwing etc.
Schema cntd 4 Parameters to the schema theory (explained using
a football pass) Initial Conditions – What are the conditions I am in?
What is the weather conditions like? Where are the opposition? Where are my team-mates?
Response Specifications – What am I going to have to do? Which direction am I going to pass the ball? How hard am I going to pass? What height is the ball going to go?
Sensory Consequences – What did it feel like? How did the pass “feel” (Kinaesthesis) Was it off the “sweet spot” of the foot? Was it not connected with properly?
Movement Outcomes – Was it successful? Did the pass reach my team-mate? Was it intercepted? Did the pass allow us to attack?
Recall SchemaRecognition Schema
Loop Control
Open Loop
Closed Loop
Open Loop Control
Performer receives feedback but it does not affect the skill until after the movement has finished
This is because the skill is too fast/ballistic Eg – a golf swing.
More likely with closed skills Level 1 control
Closed Loop Control
This is where feedback can be used to alter the skill during the performance Eg balancing on a beam – information is being
received and the body can adapt based on that information.
Changes that happen are from the effector mechanism
Comparison between current performance and memory trace
Level 2 control - subconscious Level 3 control - conscious
Motivation/Arousal
Intrinsic
Extrinsic
Drive Theory
Inverted U Theory
Drive Reduction Theory
Intrinsic
Intrinsic motivation comes from within
Performing for its own sake The enjoyment and self
achievement of an activity Intangible rewards
Extrinsic
This type of motivation comes from an outside source Eg trophies, money, awards
Extremely useful for those in the cognitive stage of learning.
Needs to be kept in check so it does not undermine intrinsic motivation
Drive Theory As arousal increases so does
performance. Novice – performance will suffer because dominant habit is incorrect
Skilled – performance will be enhanced because dominant habit is correct
Inverted U Theory
As arousal increases so does performance. up to an optimum point (zone of optimum
arousal) Before that performance decreases due to
under arosual After the zone of optimum, performance
decreases due over arousal.
Drive Reduction Theory
Shows how new tasks or goals are used to re-motivate the performer Firstly there must be a drive to learn Then the skill is practiced Drive is reduced when skill is learnt Too much practice leads to
boredom A new task/goal must be introduced
to recreate a…
Learning Theories
S-R bonds
Thorndike's Laws
Operant Conditioning
Cognitive theories
Social Learning
S-R Bonds
S-R bonds. S = stimulus R = response
A S-R bond is the link between a stimulus and a response.
Example S = A starters gun in athletics R = GO!!!!
Thorndike's Laws Law of exercise
PRACTICE. The more a skill is practiced the stronger the S-R bond. A performer practices the tennis serve.
Law of Effect SATISFIER/INHIBITOR
If the performance receives a satisfier (praise for example) it strengthens the S-R bond. (a rugby player sees the kick going over)
If the performance receives an inhibitor (criticism for example) it weakens the S-R bond. (a golfer misses the green)
Law if Readiness PHYSICALLY/MENTALLY CAPABLE
Performer needs to be physically able to lift weights! Performer must be mentally capable to process the
offside law in football
Operant conditioning
The process of shaping behaviour Done by performer using trial and
error Done by the coach manipulating
the environment (eg – you can only hit it to the back
of the court) Praise helps learning
Cognitive Theories Intervening Variables
Mental processes occurring between receiving the stimulus and the response
Insight learning Using memory to solve a problem
Perception Interpreting the information on offer
Past experiences Past schema’s or motor programmes can be
used in the situation Whole learning
The skill is best seen as a whole and not in parts
Social Learning Theory
Attention Amount of notice given to the demonstration The higher the status of the model, the more
notice given Retention
A mental picture of the demo needs to be created in order for the performer to remember the skill
Easier if the demo is novel/relevant/meaningful Reproduction
Learner must be physically capable to perform the skill following the demo
Demo’s must link to the competence levels of the performers
Reinforcement
Positive
Negative
Positive
Any action or reward to increases the chance of the behaviour reoccurring. Eg Giving some extrinsic reward when
a long badminton serve is correct.
Negative
Used to ensure that undesirable responses are not repeated
Not to be done with beginners, will de motivate.
Performers in the autonomous stage of learning would be more suited to accept criticism
Phases of learning
Cognitive
Associative
Autonomous
Cognitive
First stage of learning where many mistakes occur
Trial and error Movement pattern maybe very jerky and
lacking fluency The performer has to think about the skill Beginners need accurate demo’s Mental Rehearsal occurs from the demo Performers needs extrinsic feedback as
they do not know the skill. Performer requires positive feedback
Associative
Practicing is important at this stage Smoother actions, less mistakes than
Cognitive stage Kinaesthetic feedback can be used,
but extrinsic feedback is still important The performer has to think less about
the action and motor programmes formed
Autonomous
Movement is fluent/efficient - can be performed automatically
Performer can now focus on tactics/strategies
Performer can refer back to previous stage if needed
Expert can use intrinsic feedback and knowledge of performance
Practice
Massed
Distributed
Varied
Whole
Whole/Part/Whole
Progressive Part
Massed
Practice sessions with no breaks Repeated attempts at a skill,
grooving of a skill More physical work is possible in
one session Good for developing Kinaesthesis Allows the learner to experience
the flow of the skill
Distributed
Practice sessions with breaks involved Good for beginners or less experienced
performers. Or if the task is dangerous/complex/physically demanding
Mental rehearsal can take place in the breaks
Allows sessions to be increasingly demanding
Not as tiring or boring. Allows sessions to be varied.
Varied
Good to experience a wide range of experience
Helps build up schema Good for open skills
Whole learning
Teaching a skill as a whole, not in parts [Cognitive theory of learning]
Benefits of teaching the skill as a whole
Insight of whole skill gained/overview Kinaesthetic feel for skill Skill more fluent/can't be broken down Takes less time Transfer to full/game situation easier
Whole/Part/Whole
Skill is tried as a whole, then the bits are practiced
Then put together again for the whole skill
whole part whole methodABCD --> A --> B --> C --> D --> ABCD
Progressive Part
Teach first subroutine - eg run up in triple jump [A]
Teach second – take off [B] Third subroutine – landing; and add
it to the first [C] Teach final skill as a whole – [A]-
[B]-[AB]-[C]-[ABC] Subroutines are chained
Guidance Visual - demonstration (teacher/pupil/video etc)
Very important in COGNITIVE STAGE demos must be accurate as modelling occurs
Verbal - often accompanies visual guidance used with more component performers not too much – overload of information Can be used to condition a response
Manual - Use of physical support Useful for giving confidence Useful for safety reasons eg – supporting a gymnast
Mechanical - Using a mechanical aid Gives confidence and safety eg – stabilisers of a bike Gives an idea of kinaesthetic sense of movement not to be overdone – performer may become reliant
Transfer of Learning
Types 1
Types 2
Why negative transfer occurs
How can positive transfer occur?
Learning transferThe influence of one skill on another. Positive
Where one skill helps the learning of another skill [over arm throw – badminton clear]
Negative Where one skill hinders the learning of
another skill [badminton wrist action – tennis wrist]
Zero Where the two skills have no interrelation
at all. [horse riding – football]
Transfer of Learning cntd Bilateral
Transferring from one limb to another [using weaker foot for kicking a football from preferred foot]
Proactive The influence of a skill already learnt for
one in the future [tennis forehand – tennis forehand topspin]
Retroactive The influence of a skill being learnt on one
already done [hockey flick – to lifting a hockey push pass]
Why may negative transfer occur?
1) The performer doesn’t understand the task requirements
2) First skill isn't learnt very well 3) Lack of motivation 4) Familiar stimulus is followed by
an unfamiliar response S-R Bond. 5) Coach doesn’t draw attention to
the differences!
How can a teacher ensure positive transfer?
Emphasise the transferable elements Environmental conditions need to be similar Tactics/Strategies/Information processing
elements need to be similar Similar skills Previous skills need to be well learned The more similar S-R characteristics the
greater chance of transfer Positive previous experiences/positive
values assist transfer Reinforcement/Positive feedback/praise