Motor Learning FINAL

Description

Midterm Motor Learning Flashcards on Motor Learning FINAL, created by Sydney Franko on 03/12/2016.
Sydney Franko
Flashcards by Sydney Franko, updated more than 1 year ago
Sydney Franko
Created by Sydney Franko almost 8 years ago
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Resource summary

Question Answer
Knowledge of Results (KR) Is extrinsic information provided after the action is completed and tells the learner about the outcome of a movement.
Knowledge of Performance (KP) Quality of movement a performer has produced
Hick's Law Time to react will increase as the number of alternative responses increases
Fitts Law Speed accuracy trade-off
Abilities Your deck of cards your dealt (Genetics)
Target Skill The TASK people want to be able to perform in order to achieve a skill. For example bowling a strike.
Instruction Make sure to describe, be clear, demonstrate hen giving this
Varied Practice Practice different versions of the same actions; rehearsal matches actual performance. A schema changes based on past experience and the desired goal. This is better for deveolping schemas than constant pratice. Produces more flexibility, or adaptibility of movements
Random Practice Practice in no particular order Ex: abc, acb, cab
Autonomous This stage of learning has little to no talk
Distributed Practice Rest between practice is longer then time spent practicing
Performance Goals Emphasizes performance improvements
Motor Learning The internal process associated with practice or experience of a motor movement is retained
Negative Reinforcement Removes an unpleasant stimulus to increase the likelihood of the desired positive behavior
Positive Reinforcement An event following a response that causes people to repeat the action under similar circumstances
Punishment Tells the person that the action is not desirable but does NOT give the corrected, beneficial information.
Conceptual Model of Motor Performance Motor program theorist would argue this "model" can be used to describe any motor movement
Process Goal Exhale slowly before making the shot is an example of
Feedback Sandwich Feedback given as positive, then what to fix, and then positive
External Focus In terms of focus, attending to information outside the body
Constant Error (CE) CE= [(EXi-T)I N] Interpreted as an overall tendency to underthrow or overthrow the target
Variable Error (VE) VE = √ [Σ(X-C)2/k] – (CE)2 A high VE indicates the performance is inconsistent, while a low VE score implies that the scores were very similar
Dependency If an athlete cannot perform that movement without you (the coach) telling them what to do is an example of
Low If a person has half hearted efforts their motivation is
Target behavior The actions necessary for accomplishing target skills. For example, using the correct bowling approach and ball placement
Target Context The environment in which the performer will produce the target skill. For example, Friday night bowling league tournament.
Mass Practice Rest between practice is shorter then time spent practicing
Blocked Practice This practice has decreased retention but state performance improves
Negative feedback The buzzer in your car is an example of this type of feedback
Descriptive Feedback Restores something the learner did ex: Poor swing
Prescriptive Feedback Provides information for efficient correction
Summary Feedback provides information about a series of performance and is given at the end or after a while
Frequency Feedback the total # of times feedback is given for a series of performances
Timing Feedback Instantaneous feedback is provided immediatley after movement complication
How much feedback should be given? In general, too much information is not useful
Intrinsic Feedback Sensory Information that comes from producing movements
Extrinsic feedback (Augmented feedback) Sensory information provided by sources outside the body
Learning Without feedback no _______ will occur
Forgetting Hypothesis The learner forgets task A to do task B and then has to relearn or re-plan the task next time.
Schema Theory The learner aquires a set of rules, called the schemas, that relate the surface features of an action (e.g distance, speed of throwing) to the paramater values necessary to produce those actions.
Descrete Task slicing a peice of fruit
Contimueous task inline skating
Perscriptive Feedback Information that helps the learner correct his or her movement. Ex: Chock up on that bat
Typically without _______________ little to no learning occurs. One must have some sort of error detection form, either ___ or ___ or both. -Knowlwdge of Results (KR) -KP or KR
Near transfer This refers to transfer between very similar contexts. Ex. Tennis & Raquetball
Far transfer refers to transfer between contexts that, on appearance, seem remote and alien to one another. Ex. being and active kid leading to you being a better baseball player
Positive Transfer Practice of one skill enhances performance in another Ex. Overhead serve ----> Overhead Smash
Zero Transfer Practice of one skill has no affect on the other skill. Ex. Overhead serve--> Underhand serve
Negative Transfer Practice of one skill determental to performance in another skill. Ex. Backhand ground shot--->Overhead Backhand shot
Skills Developed by practice and modified with practice, countless in numbers and depends on several abilities. And developed by experience
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