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82 Cards in this Set
- Front
- Back
Name the three learning styles |
Kinesthetic Learning Visual Learning Auditory Learning |
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Define kinesthetic learning |
Ability of our nerves to fire without visually watching Learn the best from DOING. |
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Define visual learning |
Learn the best from seeing diagrams or illustrations |
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Define auditory learning |
Learn the best from listening to information |
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Define gross skills |
Large muscle movements that are imprecise IE. Shotput |
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Define fine skills |
Intricate precise movements using small muscle groups. High level of hand-eye coordination. IE. Snooker |
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Define open skills |
Environment is constantly changing so movements have to be adapted. Skills are perceptual and externally paced. |
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Define closed skills |
Stable, predictable environment where the performer knows exactly what to do. Skill is self-paced and is not affected by the environment. |
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Define internally paced skills |
Performer controls the rate at which the skill is executed |
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Define externally paced skills |
The environment controls the rate of performing the skill |
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Define discrete skills |
Well defined actions with a clear beginning and end. |
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Define serial skills |
Group of discrete skills strung together to make a new and complex movement |
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Define continuous skills |
No obvious beginning or end. End of one cycle is the beginning of the next |
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Define simple skills |
One that is straightforward, requires little concentration and cognitive ability |
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Define complex skills |
Large attention span because they are complicated |
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Define low organisation |
Very easy and uncomplicated. Phases of the skill are discrete. |
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Define high organisation. |
Complex phases that cannot be broken down. Require large amounts of attention. |
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Define cognitive learner |
Learners can only deal with small amounts at one time. Knows they are making errors but not sure why. Feedback needs to be specific. Prone to making many errors |
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Define associative learner |
Errors are smaller and less frequent. Begin to recognise errors. Begin to generate an idea of what a skill should feel like. |
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Define autonomous phase |
Errors are rare. Self-appraisal and correction are possible. Tactical awareness increases. Deal with pressure more efficiently now. |
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Characteristics of a skilled performer |
All the time in the world. Performs the correct action. Flexible action. Perfectly timed. Produce desired result. Superior anticipation. High level of consistency. Greater accuracy. Physiologically economic. Smoothness of movement. |
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Define signal detection |
Athletes ability to detect the presence of a cue. Elite performer will detect less obvious signals and detect cues earlier. |
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Define selective attention |
Ability to focus only on important cues and ignore irrelevant cues. |
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Define anticipation |
Ability to react to partial cues. Due to improved signal detection and improved selective attention. Athlete has more time to initiate a response. |
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Define timing |
Athletes with superior timing will have greater generation of power. |
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Define Hick's Law |
Amount of information being handled by the brain determines the speed of the response |
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Define Psychological Refractory Period |
The time between two stimuli being processed |
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Define knowledge of results |
Feedback that focuses on the outcome of a performance |
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Define knowledge of performance |
Feedback that focuses on the process involved during the performance. How the execution 'felt'. |
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List factors that impact on task difficulty |
Cognitive demands Safety concerns Physical demands Motor demands |
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Define cognitive demands |
Level of thinking Information to be processed |
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Define safety concerns |
The risk of the task to the learner The nature of the environment and equipment |
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Define physical demands |
Fitness/strength needed Physical development of the learner |
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Define motor demands |
Movement required Sequence and complexity |
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List types of practice |
Fixed practice Variable practice Massed practice Distributed practice |
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Define fixed practice |
Type of practice involved drills Drills are repeatedly practiced |
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Define variable practice |
Repeating a skill in a dynamic environment |
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Define massed practice |
Continuous form of practice Continuous skill repetition Produces fatigue to stimulate game intensities |
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Define distributed practice |
Skills are practiced in blocks of time (sets) followed by periods of rest. Keeps motivation high and feedback constant. Excellent for practicing difficult skills. |
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List types of goals |
Task goals Outcome goals SMARTA goals |
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Define task goals |
Set by the athlete or learner based on their own level of performance. IE. Improving skill level to play A grade |
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Define outcome goals |
Set by the athlete based on competition with others. IE. Wanting to make A grade so they can be picked for the state team |
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List the stages of SMARTA goals |
Specific Measurable Attainable Relevant Time-framed Accountability |
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Define SMARTA : Specific |
The goal must be clear and well defined |
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Define SMARTA : Measurable |
Set dates or targets that allow measurement of success. |
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Define SMARTA : Attainable |
Realistic yet challenging goals |
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Define SMARTA : Relevant |
Developed in relation to a level of achievement |
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Define SMARTA : Time-Framed |
Set a deadline Increases the need for urgency |
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Define SMARTA : Accountability |
Keeping up with the goal Remaining responsible and on track |
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Define Anxiety |
Psychological issue that affects normal psychological or physiological performance. Anxiety interferes with how information is processed. |
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Define arousal |
Anxiety can increase arousal. Arousal is your readiness to perform. |
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List examples of cognitive anxiety |
Confusion Fear Forgetful Poor concentration Indecision Lack of confidence |
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List examples of somatic anxiety |
Pounding heart Increased respiration rate Muscle tension Nausea |
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List examples of behavioural anxiety |
Introvertedness Biting fingernails Fidgeting |
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Define Low Arousal |
Relaxed and calm Good for darts |
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Define High Arousal |
Excited and agitated Good for boxing |
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Define optimal arousal |
Ability to complete a skill at its maximum ability |
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Define drive theory |
Desire to succeed will initiate success |
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Define optimal arousal theory |
Each skilled performer has an optimal functioning zone |
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Define visualisation |
Mentally rehearsing a skill. Visualisation improves performance by strengthening neural pathways. |
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List uses of visualisation
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To motivate To perfect skills/technique To familiarise To set stage for performance To refocus To see success |
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Define cognitive visualisation |
Focuses on the technique or technical aspects of the skill |
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Define psychological visualisation |
Focuses on the motivational aspect of performing in competition |
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Factors that makes visualisation effective |
Practiced regularly Be performed after relaxation Use all the senses Developed through training and competition Based on success and control |
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Define self-talk |
Involves positive affirmations. Can be used in conjunction with self-talk. |
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Benefits of visualisation |
Rest, recovery and recuperation Alleviate stress A sense of calm before a competition or event Increases the sense of positivity |
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Explain how momentum is created
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When we produce a force, we can create motion. Once a body mass is in motion, it has momentum. |
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Define force |
A push or pull that alters the state of motion of a body. Forces can be internal or external. |
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Define internal forces |
Occur when bones, muscles and ligaments act on one other |
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Define external forces |
Forces exerted from the outside of the body IE. Gravity |
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Define force summation |
Individual forces that produce successive movements to create a larger total force |
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Define sequential acceleration of body parts |
Slow and strong body parts move first, followed by the weaker and faster extremities |
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Define motion |
An object changing position |
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Define linear motion |
All body parts moving in the same direction at the same time. Builds up momentum in order to create speed. |
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Define angular motion (rotational) |
Motion of a body around a fixed point or axis of rotation. When mass is closer to the axis, the movement is quicker. |
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Define general motion |
Combination of linear and angular motions |
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Define speed |
Distance travelled divided by time taken Speed = Distance (m) / Time (secs) |
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Define velocity |
Similar to speed, however velocity incorporates direction. Velocity measures displacement divided by time. Velocity = Displacement / Time (secs) |
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Define acceleration |
Change in speed over a given time. Acceleration (meters per second squared) = Change in velocity / Time taken |
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Define long lever |
Longer lever travels a greater distance than a shorter lever in the same amount of time |
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Define equilibrium |
An object is balanced if the centre of gravity (CoG) is inside the Base of Support (BoS)
Wide stance = Larger BoS = CoG has a greater range |
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Define impulse |
Creating force over time means a bigger build up which creates more force. Absorbing force over time helps to slow down an object down and reduce the force |