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72 Cards in this Set

  • Front
  • Back
Short-Term Memory
aka "Working Memory"

- Functional system that operates to temporarily store & use recently presented info; also an interactive workspace

- 7 +/- 2 item capacity
- 20-30 second retention period
3 Systems of Working Memory
1) Phonological Loop (Info we hear)

2) Visuospatial Sketchpad (Info we see)

3) Central Executive (Coordinates above info)
Interactive Workspace
- Integrates info from working memory about present situation & past experiences

- Interface between perception, long-term memory, & action
Long-Term Memory
System w/ unlimited capacity and storage duration

Stems from hippocampus (removed from H.M. for epilepsy)

3 Systems:
1) Episodic
2) Semantic
3) Procedural
Episodic Memory
A system of Long-Term Memory

- Personal experiences associated w/ a specific time & context
- Type of Declarative Knowledge

ex. Successful sport experience, high school graduation
Semantic Memory
A system of Long-Term Memory

- Factual & conceptual knowledge
- Type of Declarative Knowledge

ex. High school colors
Procedural Memory
A system of Long-Term Memory

- Skills and actions
- Type of Procedural Knowledge

ex. Riding a bike
Declarative Knowledge
- Episodic & Semantic Memory

- What to do
- It is verbalized
- Consciously aware
Procedural Knowledge
- Procedural Memory

- How to do a skill, often w. little/no conscious thought
- Difficult to verbalize
- Automaticity
"Choking"
During a high-stress situation, one switches from procedural knowledge/automaticity to declarative knowledge → harms performance
Explicit Memory Tests
- Recognition: you recognize the correct response when given alternatives

- Recall: you can provide the correct response w/o cues
→ Free (random order)
→ Serial (remember order of info)
Implicit Memory Tests
- Ask person to verbally describe how to perform a skill, then to perform it

- Relevant for procedural memory
Causes of Forgetting
- Trace Decay (forgetting due to passage of time)
- Proactive Interference (activity occurs prior to presentation of info to be remembered)
- Retroactive Interference (activity occurs during retention interval)
- Attribute similarity
- Capacity limits exceeded
Primacy-Recency Effects
Learning effect where information presented at the beginning and end of practice are more readily learned
Von-Restorft Effect
Learning effect where information presented in the middle should be dramatic in order to be learned
Priming
Learning technique where a brief introduction of a new skill is given prior to practicing the skill
Enhancing Memory
- Use location & distance characteristics

- Increase meaningfulness of a movement (metaphoric images, verbal labels)

- Intention to remember (paying conscious attention)

- Subjective organization (chunking, mnemonics)

- Specificity Principle (↑ similarity bet. practice & test contexts)
Performance
-Act of executing a skill
-Temporary
-May not be due to practice
-Observable
-Influenced by perf. variables
Learning
-Relatively permanent ∆ in capability to execute a skill as a result of practice
-Inferred from performance
-Not influenced by performance variables
Fitts & Posner's 3-Stage Model of Learning
1) Cognitive Stage
- What are the movement requirements?
- Inconsistent performance
- Focus on producing ea. movement
- Lack synchronization
- Many errors

2) Associative Stage
(most time spent here)
- Acquired basic mechanics of skill
- Attentional focus broadens
- Fewer errors (can identify/correct)
- Most consistent performance

3) Autonomous Stage
(not everybody reaches this)
- Automatic movements
- Perform mult. tasks simultaneously
- Attention used for decision-making
- Very few errors
- Very consistent performance
Gentile's 2-Stage Model of Learning
1) Initial Stage
- Acquire approp. movement coordination pattern for demands
- Distinguish bet. Regulatory (matters) vs. Non-regulatory (doesn't matter) conditions
ex. Size of object vs. color of object
- Selective performance

2) Fixation/Diversification Stage
- Closed Skill (Fixation) → consistent & accurate
- Open Skill (Diversification) → adaptation of movement pattern
Instructions for Fitts & Posner's 3-Stage Model
1) Cognitive:
- Compare to past movements
- Simplify instructions
- Opportunities to demonstrate competence
- Detect/correct errors

2) Associative:
- Visual search strategies
- Effective feedback

3) Autonomous:
- Design practice to devel. decision-making skills
- Motivation to reach potential
Instructions for Gentile's 2-Stage Model
1) Initial:
- Clearly communicate goal of task
- Direct attention to regulatory features of environment

2) Fixation:
- Design practice to reflect fixed conditions
- Incorporate nonregulatory stimuli
- Emphasize consistency

2) Diversification:
- Enhance ability to monitor the environment
- Design practice to develop decision-making skills
Ways to Know You're Learning
1) Improved movement coordination
-Freezing degrees of freedom
-Degrees of freedom gradually release
-Change old coordination pattern

2) ↑ Muscle activity
-Fundamental muscles activated
-Correct activation pattern, fluid movement

3) Efficient energy expenditure
-Expend less energy
-Improve O₂ use
-↓ RPE

4) Attention
-Less conscious attention of movement characteristics
-Selective attention
-Extract more info from cues
-Can shift bet. attentional styles

5) Error Detection & Correction
-Use errors to rapidly correct movement (closed loop)
-Use errors to guide future attempts (open loop)
-Less dependent on instructor
Performance Characteristic Demonstrating Learning
- Persistent improvement
- Consistency
- Stability
- Adaptability
3 Performance/Learning Tests
1) Post-Test (directly after practice period)

2) Retention Test (after period of no practice, measures persistence)

3) Transfer Test (novel situation, measures stability/adaptability)
Performance Curves
1) Negatively Accelerated
-Most common
-Rapid initial improvement, decreasing gains
*For ↓ times/errors, inverse graph*

2) Positively Accelerated
-Little initial improvement, rapid gains after

3) S-Shaped
-Rapid middle improvement

4) Linear
-Sustained increases to high proficiency level

5) Performance Plateau
-Devel. new strategies or affected by anxiety/fatigue
-No ∆ in performance
-Not permanent
Power Law of Practice
When learning a new skill, there are large initial increases in performance, followed by slowing of the rate of improvement
Cognitive Mediation Theory
-Information is transformed into a cognitive memory representation
-Guides movement attempts
-Aids in error detection/correction
Dynamic Interpretation
Where you observe patterns of limb coordination; important for demonstrations
Things that should be demonstrated
1) New patterns of coordination (not just new parameter)

2) The entire skill

3) Limited use of slow motion
Demonstrators
Expert Model
- Stronger cognitive representation
- Accurate IMITATION of coordination pattern

Novice Model
*Instructor must be present
- More actively engaged in learning process
- See correct/incorrect aspects of movement
- Can explore movement

**Model-Observer Similarity important**
Organization of Demonstrations
- Position of model (not in a circle)
- Limb position
When/How Often Demonstrations Occur
- Before learner begins practice
- Interspersed early in learning process
- Imposed of self-regulated schedule
Effective Verbal Instructions
- Limit amount of information

- Focus attention on movement outcomes (action effect hypothesis)

- Selective attention (explicit vs. implicit) [direct learner's attention]
Verbal Cue
Words/Phrases to focus attention on key movement components or regulatory conditions

ex. Eye on the ball
Learning Preferences
Analytical Learner:
- Works best in silence
- Well-illuminated room
- Works @ desk/table
- Prefers guidelines/rules

Global Learner:
- Best w/ background noise
- Soft lighting
- Comfortable setting
- Prefer less structure
Modal Strength
A preference for how we like to receive information

- Visual = demonstrations
- Kinesthetic = simulation
- Analytical = specific guidelines
- Auditory = verbal description, pace/rhythm
Intrinsic Feedback
Information we receive from our sensory systems
Augmented Feedback
External information that adds to intrinsic info. from our senses
-Learners trust this over intrinsic feedback

ex. Looking @ coach, watching video, looking @ time

→Knowledge of Results (KR) = Characteristics of outcome [good to learn skill complexity]
→Knowledge of Performance (KP) = Characteristics of performance [redundant w/ intrinsic]

Functions:
-No access to intrinsic feedback
-Enhances intrinsic feedback
-Error correction
-Reinforcement
-Motivation
Guidance Hypothesis
Augmented feedback should guide the learner - high frequencies can cause dependency
Types of Augmented Feedback
1) Faded Feedback - gradual frequency reduction

2) Bandwidth Feedback - provided if error falls outside a given range

3) Summary Feedback - withheld until after completion of set of trials (given for each trial)

4) Average Feedback - summary feedback of most common error

5) Self-Regulated - learner asks if they did well (occurs during a successful outcome)
Timing of Augmented Feedback
- Terminal (provided after skill execution)
- Concurrent (provided during skill, esp. when intrinsic not avail.)

Delays:
- Feedback-delay interval (time to process intrinsic feedback)
- Post-feedback interval (time to determine new movement plan)
Sandwich Approach
Form of Augmented Feedback

1) Positive statement
2) Future-oriented instructions
3) Encouragement
Errors vs. Correct Aspects of Augmented Feedback
Highlight errors = facilitate skill acquisition

Highlight correct aspects = confirm progress, encourage persistence
Descriptive vs. Prescriptive Augmented Feedback
Descriptive = Describes error

Prescriptive = Prescribes what needs to be done
Quantitative vs. Qualitative Augmented Feedback
Quantitative = numerical value indicating magnitude

Qualitative = quality of performance

*Initial learning → qualitative
Constant Practice
Maintaining 1 variation of a skill during practice

- Greater influence on performance during initial rehearsal
- Less errors during practice
Variable Practice
Including several variations of a skill during practice

--Schema Theory

- Greater influence on learning
- Enhances adaptability
- Potential for ↓ motivation
Blocked Practice
Practicing 1 skill variation repeatedly before moving to a different variation

- A form of variable practice
Random Practice
Practicing multiple skill variations in a random order
Serial Practice
aka Repeated-Blocked

Repeating sets of blocked practice
Contextual Interference (CI)
- Disruption due to practicing multiple skills
- Greater learning results from a higher CI

Blocked: Low CI, greater performance, potential for false confidence

Random: High CI, greater learning, potential for decreased motivation; more practice w/ retrieval
Elaboration Hypothesis
Random practice makes rehearsal more meaningful & distinctive
Action Plan Reconstruction Hypothesis
aka Forgetting Hypothesis

Random practice requires repeated learning of each task; forced to regenerate solutions to movement problems
Uses of Variable Practice
Initial stage of learning = Blocked Practice
Children = Blocked
Relearning = Random
Overlearning
Practice goes beyond what is needed to achieve a specific performance

- Greater learning
- Strengthens schema
- Improves coordination
- Point of diminishing returns (no benefit beyond certain amount)

Greater amounts = boredom, LTM retrieval less likely
Massed Practice
- Short amounts of rest between sessions
- Fewer but longer sessions
Problems of Massed Practice
- Fatigue
- Reduced cognitive effort (practice performance ↓ in final trials)
- Memory consolidation (transfer into LTM requires time w/o practicing same skill)
Distributed Practice
- Long amounts of rest between sessions
- More but shorter sessions

*Generally better than massed
*Greatest learning w/ retention test
Rest Interval for Massed Practice
-Short/no rest between trials
-Rest time < Action
*For discrete skills, those in advanced stage of learning (longer attention span, good physical condition)
Rest Interval for Distributed Practice
-Long amount of rest between trials
-Rest ≥ Action
*For continuous/complex skills, higher energy requirements, or high risk activities
Reasons to use Part Practice
1) Simplifies the skill

2) Can experience early success

3) Extra time spent on problematic components
Task Complexity
- # of components
- Information processing demands
- High --> part practice
Task Organization
- Interdependence of components (flow)
- High --> Whole practice
High Complexity, Low Organization
Part Practice
Low Complexity, High Organization
Whole Practice
High Complexity, High Organization
Whole Practice
Part Practice Strategy - Fractionization
- Asymmetric bimanual coordination (ex. swimming, piano playing)

- Practice limb movements separately (teach hardest first)
Part Practice Strategy - Segmentation
1) Part-Whole Method (practice each part separately, then put all parts together)

2) Progressive Part Method (practice pt. A --> pt. B --> pt. A + B --> pt. A + B + C)
Part Practice Strategy - Simplification
- Reduce task difficulty
- Modify objects (ex. juggling)
- Reduce attention demands (add equipment, change environment complexity)
- Add auditory cues (metronome)
- Simulators
- Sequencing skill progression (ex. t-ball --> ball machine --> pitcher)
Attentional Cueing
Directing attention to a specific aspect of the skill while engaged in whole practice