Part Practice A,B,C all learnt
separately and then put into the skill
as a whole. Good for low
organisational, complex, dangerous
and serial skills
Whole Practice,when the skill
is learnt as a whole like
cycling. Good for high
organisational and low
complexity skills
Progressive Part Practice A, B, AB,
C, ABC, D, ABCD etc. Good for
complex, serial skills and helps to
reduce information load and maintain
fluency of the skill
Whole-Part-Whole Practice, the skill
is learnt as whole and then
weaknesses in the routine are found.
They're then practiced separately,
and then put back into the routine.
Good for
Classification of Abilities
Relating to Movement Skills
Innate/Genetically
Determined abilities
are determined partly
by our genes and
inheritance from our
parents
Stable & Enduring abilities
tend to remain unchanged
but can be affected by our
experiences and maturation
Support, Underline or Underpin
skills usually needs us to have
several supporting abilities if we
are going to learn the skill
effectively
Gross Motor Ability identified by
Fleishman, usually involve
movement and related to physical
fitness. These include; dynamic
strength, static strength,
explosive strength, stamina,
extent flexibility, dynamic
flexibility, gross body
co-ordination, gross body
equilibrium & trunk strength
Psychomotor Abilities (mental) include;
multi-limb co-ordination, response
orientation, reaction time, speed of
movement, finger dexterity, manual
dexterity rate control & aiming. These
again were identifies by Fleishman
Development of Motor Skills and
the Use of Practice Methods
Stages of Learning
Cognitive is the initial stage where the
learner tries to replicate the perfect
technical model. They will begin to
practice with trial and error, slowly
improving but still making frequent
mistakes.The student may use selective
attention to help them learn the skill.
Methods of teaching mainly come from
verbal or visual
Associative is the second stage of
learning. It is usually the longest stage
of learning and some never progress
beyond it. Less mistakes are made
and the skill becomes more fluent and
aesthetically pleasing, the
fundamentals are learnt and mastered
and the skill becomes more
consistent. The performer can pick up
on internal feedback as well as
external. The skill can be broken into
sub routines to aid with learning
Autonomous is the final and third
stage. The performer is so used to
completing the skill due to over
practice he can now complete it
subconsciously whilst thinking
about the opposition and tactics.
The motor programme is stored in
the long term memory store and
with the right stimulus can be
retrieved very quickly. The
performer does not need to worry
about external feedback as much
as he can use his vast internal
knowledge, the performer may
drop back to the associative stage
if the skill is not routinely practiced
Type of Guidance
Visual Guidance, usually used at
all stage of learning. Can include
wall charts, pictures, diagrams and
models. The visual examples are
often replicas of the perfect
technical model and can help the
performer to use kinaesthesis in
their body. Drawbacks can be
they're boring, include too much
information or they lack information
Verbal Guidance, often used with
other forms of guidance so to direct
the performer and give them cues. It
must be clear and concise. The
coach must make sure that the
performer can learn remember what
they have been taught. Drawbacks
includes the fact some skills are too
complex to describe, details must
be short and the coach must make
sure the learner understands
Manual Guidance involves the coach holding
and physically manipulating the body of the
learner into the correct movement.
Mechanical Guidance, this is where
equipment is used to support the leaner
and shape the skill. They help to
learner to build up kinaesthetic sense
of the skill, and help make the practice
of dangerous skills safe.
Disadvantages include not allowing the
learner how to correct mistakes and it
may implement the wrong feelings for
the skill
Practice Methods
Massed Practice is when the skill is learnt
without any breaks or rest intervals. Practice
sessions are long, good for grooving in
habitual skills, and for experienced, motivated
learners with good levels of fitness. Suitable
for simple, discrete skills of short duration.
Also good when skill would be played when
player is slightly fatigued. Disadvantages can
be fatigue and demotivation
Distributed Practice is where the practice
includes rest intervals. Good for low
levels of fitness and motivation.Rest
intervals allow for extrinsic feedback. It is
also good for complex and dangerous
skills.
Fixed Practice is when a specific
movement is practiced in a specific
environment. This is good for learning
closed skills that can be over-learned
and become habitual
Varied Practiced is where the skill is
practiced in many environments and is ideal
for open skills. This helps to build schema
Mental Rehearsal helps to focus the
attention of the skills they're about to perform
and involves no physical movement
Information Processing During the Performance of the Skill
Models of Information Proccessing
Welfords Model includes; display, sensory
information, sense organs, perceptual
mechanisms, effector mechanisms, response
and feedback in that oder
Look at textbook for
diagrams (Page 156)
Whitings Model includes; display, receptor
systems, perceptual mechanisms, translatory
mechanisms, output and feedback in that order
Reaction Time
The time between the onset of the stimulus and the
start of the movement in response to it. Made up of
reaction time and movement time
Hicks Law is where choice reaction time increases linearly as the number of stimuli/choice alternatives increase
Practice, mental rehearsal,
experience, warm up and
anticipation are all methods of
reducing response times
Memory Stores
Short Term SensoryStores has a
very large captivity but small short
time (0.25-1 second) to hold the
memory
Short Term Memory can hold 5-9 pieces of
information for 30 seconds. Often referred to as the
workplace, it is here where the information is
compared to past experiences
Long Term Memory holds information that has
been well learned and rehearsed. Its captivity is
thought to be endless and information is held for a
very long time, perhaps infinitely
Short-Term Sensory Stores encodes
selectively attentioned information into
the Short-Term Memory.From there
information is compared to information
which is retrieved from the Long-Term
Memory and from there a decision is
made on what to do. If the memory is
repeatedly processed it maybe stored
in the long-Term Memory
Motor Control of Skills and its
Impact Upon Developing
Effectiveness in Physical Activity
Motor Programmes
[MPs/EMPs]
A generalised series or pattern
of movements stored in the long
term memory
MPs or EMPs can be broken
down into sub routines to aid
with learning
Open Loop Control (lvl 1) explains how rapid
movements are performed in sport. It is a system
of subconcious control that does not have
reference feedback. The plan or EMP is stored in
the long term memory and uses memory trace to
move the effective muscles quickly
Closed Loop Control (lvl 2) involves
feedback and this is termed the perceptual
trace. The skill and feedback is short, often
fed through internal feedback via
kinaesthises and proprioception
Closed Loop Conrol (lvl 3) has a
longer feedback loop because the
information is relayed back to the
brain. The brain in turn controls and
modifies the movemnt by passing
corrective messages to the working
muscles. Therefore the loop involves
both internal and external feedback
Feedback
Positive feedback involves
praise following success
Negative feedback can invlolve
punishment after the movement
was performed incorrectly