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ACHPER (SA)
2014
ACHPER (SA)
2014
ACHPER (SA)
2014
INPUT
DECISION MAKING
OUTPUT
FEEDBACK
Phase 1 The INPUT Stage this is where performers gather information that
will help them execute the skill. To do this the performers use their SENSES
and INTERNAL MECHANISMS.
What do you understand by the terms proprioceptors / kinesthetic
awareness?
Nerve endings under the skin give a sense of touch and provides
kinesthetic awareness. This is why it is possible to bounce a basketball
without actually watching the ball. Proprioception can also refer to an
ability to know where body parts are in relation to each other or the
ground without watching which allows athletes like gymnasts to land
comfortably on their feet after spinning through the air.
Text Page 10
ACHPER (SA)
2014
H o w h a rd w a s
t h e b a ll h it ?
W h e r e is t h e b a ll?
W h a t a n g le is t h e
b a ll c o m in g ?
W h e r e is t h e w in d
c o m in g f r o m ?
W h e r e is t h e s u n
in r e la t io n t o m e ?
Input
Key Concept 1: How Skill is Acquired
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ACHPER (SA)
2014
Factors
Factors Affecting
Affecting
Signal
Signal Detection
Detection
INPUT PHASE
Factors that influence a players ability to detect signals or cues
Ability of the
Senses
Speed of Cue
Strength of Cue
Noise
Level of Arousal
nce this preliminary information has been gathered we have to make sense of it:
Text Page 11
ACHPER (SA)
2014
S t im u li
7
S t im u li
5
Selective Attention
The amount of information being handled by the brain
S t im u li
4
S t im u li
2
S t im u li
1
Text Page 13
ACHPER (SA)
2014
HICKS LAW
0.7
0.6
0.2
Using Data from the graph, explain
how increasing the number of
0.1
stimulus from 4 choices to 10
1
2
3
4
5
6
7
8
9
10
alternatives affects the choice
Number of responses to stimulus available
reaction time (seconds).
When the performer must take in
and respond to 10 stimuli, the choice
reaction time is recorded at 0.7
seconds. the
Thisimpact
is a much
Describe
of a slower
greater number of stimulus on the execution of skills.
choiceareaction
compared
to the
When
greater time
number
of stimulus
need to be processed, it takes longer for the
performer to
having
to all
process
performer
take in
of the4necessary information before assessing all of their
stimuli, and
as the
choice
reaction
time
options
then
executing
a response.
It is likely that skills will be rushed with
is 0.3
seconds.
less
time
available to make a decision leading to skill errors and/or poor decision
making.
Text Page 12 - 13
ACHPER (SA)
2014
V is io n
T ouch
S m e ll
H e a rin g
Stimulusentersthebrainwhereitis
S t i m u l u s e n e t e r s t h e b r a i n
w h e r e identified
i t i s i d e n t i f i e d .
R e s p o n s e is s e l e c t e d
R e s p o n s e i s p r o g r a m m e d
A c tio n s a r e u n d e r ta k e n in
a s e r ia l fa s h io n - th a t is a t
a ro u n d 3 every seco n d .
A c ti o n 1
A c ti o n 2
A c ti o n 3
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ACHPER (SA)
2014
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10
ACHPER (SA)
2014
Acquiring Skill
Phase 3 as seen below involves the execution of the response selected and organised
during the decision making phase of the process the OUTPUT phase.
The effectors are the mechanisms that make the response possible. They are responsible
for (1) Organising
(2) Initiating and (3) Controlling the motor program selected as a response.
In recall schema we have learnt how to do a
R e c a ll S c h e m a
movement based on a stimulus, in this case the
position of an opponent.
A
B
X
Player 1 sees the opponent in position A and from
A
experience and practice knows if he is to kick the ball
without him getting must place it to spot X. However
just before player 1 executes the kick player 2 moves
to position B.
P la y e r 1
P la y e r 2
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ACHPER (SA)
2014
INPUT
DECISION MAKING
OUTPUT
FEEDBACK
12
ACHPER (SA)
2014
The
Process
in Acquiring
Skillto a tennis
ExplainLearning
how improving selective
attention
would be of assistance
player during the Input stage when returning the serve.
Input if the service receiver can more effectively attend to only the relevant cues
and ignore irrelevant cues (improved selective attention) they will have less cues
to process before deciding upon a response. i.e. early detection of spin, speed,
bounce etc. and ignore score, crowd, environment. With less cues to process,
information processing will occur faster and the player will have more time to
decide upon an appropriate return of serve and also more time to get into position
and execute a successful response.
Explain how improving one of the components of the model above will enhance the
performance of a player who is having difficulty disposing of a ball in a team
game.
In a team game, players are often rushed and under pressure to perform skills,
therefore if they can reduce the time taken to process information during the
Input stage by either improving signal detection or selective attention, they will
have more time to make a decision about what the best option would be and more
time to dispose of the ball.
Or
If players can improve their technique and gain an ability to automatically dispose
of the ball without concentrating on skill execution, they will be able to attend to
external cues such as position of opposition players and become more tactically
aware which will improve the Output phase of the Information Processing Model
and mistakes will become less common.
Key Concept 1: How Skill is Acquired
Text Page 16 - 17
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ACHPER (SA)
2014
Text Page 17
14
ACHPER (SA)
2014
15
ACHPER (SA)
2014
Stages of Learning
In the area of skill acquisition and development there are 3 distinct learning or
developmental phases that all learners pass through when attempting to master a new skill.
Even elite athletes when mastering a new skill must pass through each phase, however the
time taken to move from cognitive to autonomous may be much faster.
of
Learning
Cognitive
(Planning
)
Key Concept 1: How Skill is Acquired
Associati
ve
(Practice)
Autonom
ous
(Automati
c)
Text Page 18
16
ACHPER (SA)
2014
No Clear Idea of an
Ideal performance
Stages of Learning
C O G N IT IV E L E A R N E R
a w o rk in g m o d e l is
g e n e ra lly a c h ie v e d
q u i c k l y , m e a n i n g i t 's
o fte n a s h o rt s ta g e
a lth o u g h in f o
re q u ire d , le a
o n ly d e a l w
a m o u n ts a t
rm a t io n is
rn e rs c a n
it h s m a ll
o n e tim e
k n o w s th e y a re m a k in g
e rro rs , b u t n o t s u re
w h a t ty p e o r w h y
p ro n e to m a k in g m a n y
e rro rs
fe e d b a c k n e e d s to b e
s p e c i fi c r a t h e r t h a n
g e n e ra l
litt le id e a c o n c e rn in g
h o w th e s k ill s h o u ld
lo o k o r f e e l
Uncertainty
Unable to process
much information,
often rushed
Errors are Frequent
and Large
To
Generation of a clear mental picture must be provided through visual and verbal demonstrations as
beginners do not have any idea what a skill should look like.
Difficult skills can be broken down into smaller movements for practice and mastery.
The learner need to experience some success as well as receive positive encouragement.
Rates of progress through the cognitive stage vary from one individual to another, depending on the
difficulty of the skill.
Some difficult skills may never be mastered by some people.
Learning needs to be fun to maintain motivation and concentration
Text Page 18 - 19
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ACHPER (SA)
2014
Stages of Learning
Practice Phase
Begin to
Eliminate
Mistakes
A S S O C IA T IV E L E A R N E R
e rro rs a re le s s f re q u e n t
a n d s m a lle r in n a tu re
b e g in to re c o g n is e
e rro rs in th e ir te c h n iq u e
b e g in to g e n e ra te a n
id e a o f w h a t th e s k ill
s h o u ld lo o k a n d f e e l
lik e
t h e w o rk in g m o d e l is
r e fi n e d
p o t e n tia lly a lo n g
p h a s e , p ra c tic e n e e d e d
to a d v a n c e to th e n e x t
s ta g e
Sub-Routines
become more
co-ordinated
Development of
Kinaesthesis
Key
Concept
1:toHow
Skillgame
is Acquired
Textpressure
Page 19
Players
begin
recognise
tactics and understanding of how to perform under
of - 20
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ACHPER (SA)
2014
Stages of Learning
Superior Anticipation
and Timing
Able to Attend to
Cues in Environment
AU TO N O M O U S LE AR N E R
e rro rs a re ra re
s e lf a p p ra is a l a n d
c o rre c tio n is p o s s ib le
ta c tic a l a w a re n e s s
in c re a s e s a s
m o v e m e n t p a tte rn s
b e c o m e a u to m a tic
d e a l w ith p re s s u re m o re
e ffi c i e n t l y n o w
w id e ra n g e o f
v a ria t io n s t o t h e b a s ic
m o v e m e n t p a tte rn a re
n o w p o s s ib le
Superior Signal
Detection and
Selective Attention
Superior Tactical
Awareness
Smooth and Efficient
Technique
Superior
Kinaesthesis
Text Page 20
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ACHPER (SA)
2014
Stages of Learning
Refer to the following diagrams, which show performers at different
stages ofAlearning a skill: B
C
Text Page 21
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ACHPER (SA)
2014
Stages of Learning
Consider a sport that you have played or still play.
Isolate ONE characteristic of each stage of learning as it applies to the sport
you have chosen.
Sport: Soccer
Cognitive Stage of Learning
Beginner soccer players make frequent passing and trapping errors, as they
need to concentrate on the body movements required to perform the subroutines of the specific skills. Cognitive learners require a large amount of time
to pass off the ball when they have it in their possession as movements are still
being learnt which also contributes to errors in decision making and skill
execution.
Associative Stage of Learning
Soccer players in the associative stage of learning begin to develop a feel for
how skills should be executed therefore skill errors become less frequent. They
can pass the ball effectively at training and when they have time and space in a
game but find themselves often rushed in games and panic under pressure as
sub-routines still need to be attended to rather than the external environment,
understanding of game tactics is still developing.
Autonomous Stage of Learning
Soccer players can skilfully and effortlessly control and pass the ball under
pressure in a game situation as they have a highly developed sense of
kinesthesis which allows them to control the ball and execute skills without
Key Concept 1: How Skill is Acquired
Text Page 21
concentrating on skill execution. This provides more time to scan the external
21
ACHPER (SA)
2014
Stages of Learning
Elite performers in a sport often appear to have more time to
perform skills in a game situation. They do not look as rushed as
other good players in the same situation. Explain how the
following factors contribute to this:
SIGNAL DETECTION
SELECTIVE ATTENTION
ANTICIPATION
Signal Detection refers to an athletes ability to detect the presence of a cue
and elite performers can detect less obvious signals and generally detect the
presence of a cue earlier. This creates more time to make decisions and then
execute skills.
Selective Attention - refers to an athletes ability to focus on relevant cues and
ignore irrelevant cues during the Input phase, therefore time is not wasted
attending to information that is not required to perform a skill accurately and
efficiently.
Anticipation - refers to an athletes ability to predict the likely outcome of an
event based on only partial cues. If elite players can begin the commencement
of a movement early due to being able to accurately predict the outcome of
events they can initiate their response earlier and have more time to execute a
skill response.
In combination, these benefits mean that elite performers can initiate response
mechanisms earlier. Therefore they will be able to dedicate more of the
response time to manufacturing and adjusting their performance of a skill
Key
Conceptwhile
1: How
is Acquired
Text
Page
22
response
stillSkill
achieving
successful execution. Ultimately, they
will
look
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ACHPER (SA)
2014
Stages of Learning
Refer to the diagrams below of 3 students performing a badminton overhead
clear test in a PE class.
Students were required to hit the shuttle, provided by the feeder, into the target
area set on the court.
Each student was given 10 shuttles to hit.
(d)
Text Page 22 - 23
Identify the cognitive learner in the test: Student 3; scored 2 out of 10.