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54 Cards in this Set

  • Front
  • Back

Looking at how athletes become proficient at a task -- from a psychological perspective -- can help coaches increase learning and how to structure practices for maximum effectiveness

Stages of Learning

1. Cognitive Stage


2. Associative Stage


3. Autonomous Stage

Fitts & Poser 3-Stage Model of Learning

- Learning begins


- Lots of cognitive activity


- Develop mental maps of movement

Cognitive Stage (1)

- Mental map developed


- Environmental cues associated with movement success

Associative Stage (2)

- High/consistent performance


- No conscious thought required for execution

Autonomous Stage (3)

Lots of cognitive ‘energy’ for mental map:




- “What am I trying to achieve? Where do I place my body?”


- Attempt at self-coaching occurs


- Skill execution is variable with low consistency


- Large and frequent errors (frustration)


- Unsure if developing bad habits or doing something wrong (if aware no idea how to correct)

Cognitive Stage: Learning (1)

- Begun to associate environmental cues with movements necessary for success


- Skill refinement occurs


- Fewer errors and smaller in magnitude


- Greater skill level and greater consistency in execution


- Self-detection and correction of performance errors


- Starting to be able to connect -- understanding the skill


- Having decent performances here

Associative Stage: Maps (2)

- High skill and consistent performance


- Skill is habitual/automatic (not reached by all)


- Able to 'multi-task' since cognitive 'energy' required is low (less conscious processing) due to automaticity (subconscious processing)


- Self-aware; able to detect and correct errors


- Automatic sense = can now focus attention on other things instead of focusing on executing the skill


- At this point, the athlete is proficient at the skill

Autonomous Stage: No thought (3)

1. Conscious processing drops


2. Use less energy


3. Vision directed to relevant environmental cues


4. Greater understanding of activity


5. Rate of improvement decreases

What occurs when athlete becomes more skilled

1. Variation


2. Distribution


3. Over-training


4. Whole vs. Part

Training Decisions

- Helps keep athletes engaged and alleviate boredom


- Can interfere with learning (depending on skill level)


- Research shows can be associated with enhanced learning provided know what and how much to vary training

Variation

1. Context


2. Specific Skill


3. Block


4. Distributed

Types of Variation

- Consider weather variations, surfaces, crowds


- Vary aspects of training that will differ in competition


- Keep consistent aspects that won't change

Context

- How to organize the practice of skill (e.g., layups in different situations, different tackles)


- Work on one skill in one practice

Specific Skill

- Similarity/consistency in one practice


- Exact same situation over and over… why? -- beginners = creating that mental map

Block

- Variation of skills within same practice (random)


- Association with high contextual interference


- Leads to higher retention (once skill proficient)

Distributed

Howmuch time to teacha skill

Distribution

- Little to no rest


- Better for learning and retention

Massed schedule

- Long rest between trial


- Better for continuous skills

Distributed schedule

- Ericsson (2007) "10,000 hours and 10 years" of deliberate practice to become an expert*


- Most coaches not developing experts, yet evidence that over-learning (more practice when proficient) is effective for retention


- Point of diminishing returns; comes with coaching experience and understanding of individual athlete differs

Over-learning

Considercomplexity and organization of skill/task

Whole vs. Part

Signifiesthe number of partsto the skill

Complexity

Refersto relationshipamong skill's componentparts

Organization

Interdependent component parts;one affects the other

High organization

Independent

Low organization

High organization and lowcomplexity

Whole skill

Low organization and high complexity

Part skill

1. Fractionalization


2. Segmentation


3. Simplification (complex)

Whole vs. Part strategies

- Whole


- Identifyingsubtasks normallypracticed together and separatingthem (e.g., VB spike)

Fractionalization

- Part


- Practisingeach skill separatelythen stringing themtogether (e.g., gymnastic discrete skills)

Segmentation

- Complex


- By changing equipment, reducing speed and complexity

Simplification

- Behaviours followed by positive consequences will be more likely to reoccur


- Behaviours followed by negative consequences will be less likely to happen again

Law of effect

- Behaviour is influenced by itsconsequences


- Learning comes from subconscious level



Operant conditioning

1. Positive = something being added


2. Negative = something being taken away

2 Dimensions of Consequences

1. Reinforcement


2. Punishment


3. Extinction

Types of consequences

Frequency of behaviour ↑ b/c experience positive consequences

Positive reinforcement

Frequency of behaviour ↑ b/c negative consequencesremoved

Negative reinforcement

Adding something undesirable

Positive punishment

- Removing something desirable


- changestops once consequence is removed

Negative punishment

- Behaviour decreases (or stops completely) because it’s not associated with reinforcement


- NO reinforcement - no praise, never getting yelled at = coach doesn’t care so u eventually don't care

Extinction

Reinforce behaviour every time occurs (scorea goal = get a point)

Continuous

Portion of behaviouroccurrences reinforces (buy lottery ticket = sometimes win)

Partial

Specific % behavioursreinforced (e.g., every 5times, get feedback)

Ratio

Specificlength of time b/wreinforcement (e.g., every5 minutes give feedback)

Interval

- Same number of times (%) or time periodrepeatedly


- Better learning

Fixed

Variesrandomly around average

Variable

Information that results from movement

Intrinsic feedback

Consequence of movementfrom inside

Intrinsic feedback: knowledge of performance

Consequences of movement fromoutside of athlete’s body

Intrinsic feedback: knowledge of results

Informationfrom outside sourceand not a consequence ofthe movement

Extrinsic feedback

Informationabout the quality of themovement – rhythm,efficiency, aesthetic appeal

Extrinsic Feedback: Knowledge of performance

Informationabout movement in relationto intended goal (e.g., coach = missed the target)

Extrinsic feedback: knowledge of results

- Information about movement dimensions of skill execution


- E.g., Distance, speed, acceleration

Kinematic feedback

- Extrinsic feedback not always necessary


- Best for complex tasks and novice athletes


- Too often results in reliance on extrinsic feedback


- Know the purpose of feedback


- Feedback for novice to help create mental map


- What information to give


- Features that are within the athlete’s control


- Information about the movement AND strategies for improving skill


- Consider stages of learning


- Avoid overloading athletes with feedback

Extrinsic feedback