Cognitive stage
Conscious thought occurs
Trial and error occurs- performance lacks fluency
Will be jerky and make lots of mistakes
requires extrinsic feedback
Associative stage
practise the movement- becomes more fluent
Comparison and association to the mental image
feeback occurs
motor programmes are formed in the LTM
Autonomous Stage
Little conscious thought- performance is fluent.
concentration on tactics and strategies
can ignore distractions
deliberate and automatic movement
can utilise intrinsic feedback for concurrent feedback
Positive transfer
helping the performance of another skill
How to maximise-
practice similar to real life
groove the previous skill
more similar subroutines = more transfer
Negative transfer
hindering the performance of another skill
Causes
caused my misunderstanding or confusion
familiar stimulus needing a new response
practise environment is different to the competition environment
conflicting skills taught close together
Bilateral transfer
being able to use either limb for a skill
learn with preferred limb until grooved- practise with weak limb until proficient, train regularly with both limbs
Retroactive
A current skill affecting a previously learned skill
can be positive or negative
proactive
A previously learned skill affecting the performance of a new skill
Maximising positive transfer
Realistic- game related + true to life
Similarities- explain similar movements
Teach- coach similar skills close together
Groove- overlearn the previous skills
Reinforce- use positive reinforcement when the transfer occurs
Minimise negative transfer
Draw the performers attention to the differences
make sure skills are thoroughly learned before moving on to new ones
don’t introduce too many new movements
avoid teaching similar skills together this can cause confusion
make practice similar to the game
High organisation skills
Difficult to seperate the sub routines
e.g. dribble in basketball
low organisation of skills
easily identified sub-routines
e.g. tennis serve
Open Skills
affected by the environment
Closed skills
Not affected by the enviroment
simple skills
Straight forward and can be learnt as a whole
e.g. sprint start
complex skills
contains many decisions
difficult to learn and understand
has to be learnt in many stages
has many closely linked subroutines
e.g. midfield pas
Gross skills
large muscle movements
e.g. shot put
fine skills
intricate an uses small muscle movements
e.g. darts throw
self paced skills
performer controls the rate
e.g. javelin
externally paced
environment controls the rate
e.g. receiving the serve
Discrete Skills
Has a clear beginning and end- a single specific skill
e.g. penalty kick
serial skills
several discrete put together
e.g. triple jump
continous skills
no obvious beginning or end
e.g. cycling
whole practice
skill is not broken down into parts-
allows kinaesthesis to be felt
not broken down into parts
rapid and ballistic
allows for positive transfer to the real situation
whole - part- whole
try the whole skill
identify the weaknesses and then put them back together
often used in serial, low organisations.
allows for kinaethesis
progressive part
learn each subroutine
chain each sub routine- one after the next
used for lo