Acquisition of Skill: How Does The Affect Performance?
Acquisition of Skill: How Does The Affect Performance?
ACQUISITION OF SKILL
affect performance?
The ability of individuals to experience, learn and refine motor skills greatly affects their ability to
perform any physical activity. This chapter explores the processes that individuals undertake when
learning a new skill and how these processes can be adapted to help individuals learn these skills
more easily and quickly. It also examines the ways in which movement can be assessed.
Learning skills
There is a variety of views about how learning actually occurs. Basically, we learn in three main ways:
cognitive learninglearning by receiving knowledge and information
affective learninglearning on a social level (for example, by developing ideas of fair play and selfesteem)
motor learninglearning by acquiring physical motor skills.
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Skill learning is a
continuous and
dynamic process
without distinct and
definite stages.
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Cognitive stage
The cognitive stage is characterised by thinkingtrying
to understand the skill. In this stage the learner forms a
cognitive picture of the skill and what is required to do it. The
movements in this stage are jerky, halting and poorly timed.
Performance is variable with a large number of gross errors
the learner knows that something is wrong, but is unsure how
to correct it. While learning to play a golf shot, for example,
someone in the cognitive stage will often hit the ground or
miss the ball completely. An increase in self-talk is evident
as this stage progresses. Fortunately, this stage is also quite
short and, with regular practice and thought, the learner will
make rapid and large gains in proficiency.
Associative stage
In comparison with the cognitive stage, the associative stage
is quite long. In fact, the person might never move beyond
the associative stage. In this stage, the fundamentals and
mechanics of the skill have been learnt, and performance
is less variable and more consistent. There are fewer errors
and they are less gross because the athlete has developed
the ability to detect and correct errors. Movements become
coordinated and refined to the task as the athlete learns to
use environmental cues for timing. Anticipation develops, and
smoother, unrushed movements result as the individual needs
to think less about the skill and there is a shift to memorised
movements. There is rapid improvement with a marked
decrease in energy expenditure. The golfer, for example, will
be able to make regular contact with the ball, though direction
and distance will not yet be as consistent as it will become.
In the associative stage it is important for the coach to
communicate well and give good feedback. Instruction needs
to be more individual, with errors identified and corrections
prescribed. There should be a progressive increase in task
complexity. Demonstrations, videos of the athlete performing
and verbal descriptions of corrections are useful.
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Autonomous stage
After much practice and experience, the skill becomes
habitual or automatic. This is the autonomous stage. In
this stage, improvements come slowly, but there is good
consistency of performance. Most of the skill is performed
without thinking because the athlete requires less attention
to basics. Instead, he or she can give more selective
attention to higher-order cognitive activities, such as game
strategies and external cues; for example, the spin on
the ball or the position of the opposition. The athlete has
good timing, and can detect and adjust errors and disguise
actions. This develops self-confidence and risk-taking in
performance situations. The golfer, for example, will be able
to change a swing to suit the particular shot required and
be able to curve the ball with control after hitting it to allow
for external factors, such as slopes and wind.
In the autonomous stage the practice sessions need to
be well organised to ensure the best improvements. The
athlete must be highly motivated and given a great deal of
feedback. Training should attempt to simulate the actual
performance conditions. Psychological skills training can
be very effective in this stage, especially when dealing with
anxiety in competitions.
WEB
Critical inquiry
1
practical application
Stages of skill acquisition
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For example, in taking up basketball, the skills of netball are more easily transferred to the new sport
than are the skills of, say, hockey. This transfer of prior experience can also apply to other aspects of
various activities, including fitness, strength and flexibility. For instance, if aerobic endurance, speed
or strength are required to perform the new skill, someone with previous experience in these will take
less time to learn the skill, and will be able to participate at a higher level, than will a total beginner.
Even knowledge of the rules of the game, without ever playing it, can increase the ability of the person
to perform the activity or skill. A good example of the transfer of skills and attributes from one sport to
another is when athletes are able to change relatively easily between rugby union and rugby league,
without any obvious decrease in performance.
Skill acquisition depends on levels of keenness, confidence, competitiveness, self-esteem
and relations with others and even level of aggression. These personality traits are enhanced as
involvement in activity is continued. Roger Federer is a good example of someone who exhibits all
these personality traits (see article opposite).
Skill acquisition can be influenced by the reasons for participation, the level of aspiration, the
degree of enjoyment, persistence at the activity, the effort put into the activity and the readiness of the
participant to learn. Those athletes who are confident about their abilities, or their ability to improve
and learn, can develop skills faster than those who are not. This self-confidence is sometimes evident in
athletes as ego. Ego can also be a good tool for coping with stresses, and for throwing others off their
games.
Critical inquiry
Analyse the article opposite and determine how this
athlete might have come to be described as motivated,
confident or naturally talented.
Identify pairs of sports (such as hockey and cricket) that show how prior
experience can lead to a transfer of skills and improve how quickly the
sport is learnt.
Explain how natural ability assists somebody to perform an activity well.
Outline the role that personality plays in determining athletic ability and
learning.
Identify the characteristics of a learner that would have the greatest
effect on:
a
b
increasing performance
decreasing performance.
(See below for an explanation of these terms.) Not all skills fit into one or other category; instead they
exist along a continuum. A task can be the whole game or activity, or it may be major individual skills
within the game or activity.
WEB
Internet support for
the nature of skills
can be accessed via
www.oup.com.au/
pdhpe12
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Discrete, continuous
and serial skills
Skills can also be classified according
to where they begin and end. If there
Figure 8.7 Pole vaulting requires the use of serial motor skills
is a clearly defined starting and
finishing point, the skill is said to
be a discrete motor skill. Examples
include throwing a ball or performing
a dive. If an arbitrary start or end point exists, the skill is described as a continuous motor skill.
Swimming and running are examples of continuous motor skills. They are so classified because the
beginning and end points are determined by the performer, and not by the task itself.
When a series of discrete motor skills is put together, a serial motor skill exists. Examples of serial
motor skills include performing a dance routine, bowling a cricket ball and shooting an arrow in
archery. In these situations a specific series of movements must be performed in a specific order for
the task to be performed properly.
Critical inquiry
1 a Choose a sport and identify all the skills necessary in performing it.
b For each skill determine where it falls along each continuum below.
Closed ________________________________________________________________________________________ Open
Fine ___________________________________________________________________________________________ Gross
Self-paced _____________________________________________________________________________ Externally paced
Discrete __________________________ Continuous ____________________________ Serial ______________________
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Decision-making skills
Often in a game setting players need to assess their own strengths and weaknesses, their opponents
strengths and weaknesses and the situation of the game. The ability to assess these factors and then
make a decision as to how to react to them affects an individuals ability to develop and perform
movement skills, especially while playing games.
Coaches need to ensure the opportunity is available for individuals and teams to practise in gamelike settings so that the individual can hasten the decision-making process when it is time to apply it
during a game.
In many game situations, as the pressure to score or prevent the opposition from scoring mounts,
poorer decisions about movement are made. In rugby league a player may try to throw a long pass to a
winger in the hope that the winger will score a try, but this increases the risk of an intercept.
In defence a player may rush up in the hope to tackle a player, leaving a gap in the defensive line for
the opposition to run through. Specific training for these game situations will assist players to make
better decisions when they need to in a competitive game.
The tactics associated with game play are similar in many sports. In soccer, Australian Rules football
and water polo, for example, movement into space, leading towards the ball, marking a player, moving
into a position to shoot, and so on, are common to each. Individuals can learn the tactics of one game
and then apply these across a range of similar sports.
The earlier an individual engages in learning the tactical aspects of the game the more effective
the learning of this aspect will be. This process requires the coach to introduce skills into game-like
situations rather than static skill drills. To teach somebody to pass a ball in soccer you could play a
game of piggy in the middle, where two players are trying to pass the ball to each other and a third
player is trying to stop the pass being made. For beginners the rules can be set to make it easier for
a pass to be made, and as skills develop the rules can be tightened so that the defender has a better
chance. By introducing skills in this way, players will become aware quickly that passes need to be
made so that the opposition cannot reach them and so that they are directed to their own partners
(team) if they are going to keep possession. Compare this approach to that of having two players
learning to pass by passing the ball backwards and forwards between hats with no opposition and
no tactical knowledge being learnt in the process.
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Practice method
Practising is essential to learning and improving, and can
be done in a variety of ways. Types of practice methods
include the following:
speed and accuracy
massed and distributed
whole and part.
All these methods are described in more detail in the text
that follows. It is essential to understand the applications,
uses and limitations of each method. Sporting pursuits
vary, and there is therefore no set routine for practice or
performance. An astute coach organises training that is
appropriate to the task and the athlete, and ensures that
the training remains interesting and challenging. How a skill
is practised will determine how that skill is acquired and
performed. Perfect practice makes perfect performance.
Beginners should
concentrate on
accuracy, and then
increase speed.
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Task organisation
Low
High
Whole method
Combination of whole
and part methods
Low
Part method
High
Task complexity
Figure 8.9 Practising the jump shot in parts, such as stance and
grip (left). Performing the jump shot once it has been mastered will be
practised as a whole (right).
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Critical inquiry
1
a accuracy
b whole practice
c part practice.
a
b
c
d
e
f
g
surfing
playing snooker
throwing the javelin
high jump
taking a penalty stroke in hockey
goal-keeping in soccer
aerial skiing.
practical application
Types of practice
In your own words, describe Figure 8.8 (page 158). Provide three sporting examples for each method: whole and
part practice.
b
c
Design a number of practical activities that examine the effects that the various types of practice may have
on performance. Examine:
whole and part practice
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Feedback
External feedback
Positive feedback is
designed to make
the participant feel
good about his or her
performance.
Sources of feedback
Feedback can come from sources within the athlete.
This is called internal or intrinsic feedback. Alternatively,
it can come from external sources, in which case it is
termed external or extrinsic feedback.
Internal feedback
Internal feedback is information received naturally from the
senses as a result of movement. When passing a basketball,
the athlete is aware of his or her own legs, shoulders, arms
and fingers moving through the air. The athlete is aware of
the ball leaving the fingers, and can see and hear it being
caught by a partner. The athlete thus perceives information
about the performance without the use of equipment,
devices or other people. Therefore, internal feedback
includes sensations (such as sights, smells, touch and
sounds) that are related to the performance.
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Timing of feedback
The timing of feedback is very important. There are many
opportunities before, during and after a performance when
an athlete might receive feedback.
Concurrent feedback is feedback received during the
performance. Examples include the feel of a ball as it hits
a table tennis bat, or the sight of the goalkeeper moving to
the left before a penalty stroke. The athlete can respond to
this concurrent feedback at the time.
Delayed feedback (or terminal feedback) is provided
after the performance, and is therefore received too late to
practical application
Feedback
Divide the class into three groups to perform this simple throwing activity. You will need supervisors, recorders
and subjects. The task is to throw a ball towards a bullseye target that has various scoring sections. The ball is to
be thrown 10 times, receiving feedback according to the following:
Group 1 receives KR only. Perform 10 throws blindfolded. Only the score for each throw is given to the performer.
Record all results. Graph the average results for each group. Then complete the following tasks:
a Describe the group averages and the trends observed in the activity.
b Identify any improvement in performance noted across the 10 trials.
c Discuss the influence of KR and KP on performance.
d Outline why groups 1 and 2 needed to be blindfolded.
Identify a basic tactic associated with a sport of your choice. Design two modified games, as follows, that will
assist the learning of the tactic you have identified:
a a simple modified game for a beginner
b a complex modified game for an advanced player.
You have just been appointed the new coach of the Bayside under-7s soccer team. Most players are new but
some have played for a season. The team includes boys and girls. Outline your coaching plan for the season,
which runs for eight weeks. Include examples of suitable practice methods and how you will use feedback
during the stages of skill acquisition. How will you account for the variations in the characteristics of the group,
and how will you develop strategies and tactics in the group?
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Usefulness of feedback
contain no sarcasm
praise and criticise the behaviour, not the person
be constructive
be meaningful to the individual
contain positive non-verbal communication
be communicated effectively
be consistent
use the sandwich approachgive a positive
statement, then corrective feedback, then a
compliment (for example, Good run, Juanita. Next
time pass the ball. Keep up the great effort.)
1
2
3
4
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practical application
Characteristics of skilled performers
a
b
c
Critical inquiry
View a number of videos of skilled and unskilled
performances in one skill area. Compare and contrast
the performances. For example, you could film your
classmates dribbling soccer balls and compare that with
the soccer dribbling skills displayed in the YouTube footage
referred to below.
WEB
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Critical inquiry
1 a Identify examples of each of the following:
norm-referenced tests and criterion-referenced tests
rating scales
percentile rankings.
Skill-related tests
In addition to standard health and fitness tests for
endurance, anaerobic capacity, strength, and so on, it is
possible to measure motor-skill accomplishment. Skillrelated tests can provide objective methods for evaluating
the skill attributes that are required for success in particular
sports. Skill-related tests can also:
evaluate learning
predict future performance
classify and compare participants
motivate
determine achievements
diagnose injury
act as a learning tool.
5 = excellent
4 = good
3 = average
2 = fair
1 = poor
Scale description
5 points Exceptional ability for the age and gender of
the student
4 points Above-average ability for the age and gender of
the student
3 points Average ability for the age and gender of
the student
2 points Below-average ability for the age and gender of
the student
1 point Inferior ability, far below average ability for the
age and gender of the student
Critical elements
A
Spiking
5
ii Jump
Hustle
ii Teamwork
Approach
Serve
i
Accuracy
ii Difficulty of return
C
Passing
i
ii Accuracy
D
Scale (15)
Team play
i
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Passing
Objective: To measure skill in passing and recovering the ball while moving
Equipment: Standard inflated basketball, stopwatch, smooth wall surface, marking tape
Procedure: Six squares are marked on the wall and a restraining line is marked on the floor 2.4 metres from the wall. Three
30-second trials are administered, with the first trial considered practice and the last two timed. The player, holding a ball,
stands behind the restraining line and faces target A. On the command Go, the player chest-passes at target A, recovers
the rebound, and moves opposite target B. From behind the restraining line the player chest-passes at target B. This pattern
continues until target F, where two chest-passes are executed. Then the player moves to the left, passes at target E, and
continues to move left passing at each target in turn.
Scoring: Each pass that hits the desired target counts two points. Each pass hitting the wall but missing the target counts
one point. The sum of the last two trial points is the final score.
6.6m
60
cm
60
cm
60
cm
60
cm
60
cm
60
cm
2.
4m
60
cm
Start
90cm
F
1.5 m
90cm
D
1.5 m
90cm
1.5 m
Tester
AAHPERD (American Alliance for Health, Physical Education, Recreation and Dance), 1984
practical application
Skill-related tests
1 a
b
c
2 a
b
c
In pairs, take turns at the passing skill test above. Identify any difficulties in undertaking the test.
Discuss the strengths and weaknesses of the skills test.
Propose another test for a different skill in the same sport.
Investigate other sports that utilise skill-related tests.
Describe the test undertaken.
Evaluate the effectiveness of the test in determining the skill level of a player in the sport.
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A test can be
reliable but invalid,
but a test cannot
be valid if it is not
reliable.
practical application
Skill-related tests
Critical inquiry
1
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Value
VAULT 1
VAULT 2
Originality (1.5)
Preflight
Composition (0.3)
Execution (1.5)
Amplitude (1.3)
SCORE
No. 2
Vault name
Value
VAULT 1
VAULT 2
FINAL SCORE
Preflight
Comp _______________
Event _______________
Score _______________
Judge _______________
practical application
Personal versus prescribed judging criteria
a
b
1
2
3
4
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summary
Revision activities
1
Extension activities
1
WEB
Exam-style questions
1
4 a
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