4.8. Memory & Information Processing Flashcards

(32 cards)

1
Q

What is information processing

A

The actions of the brain done in a particular order to produce information from data

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2
Q

Welford’s stages of information processing

A
  1. Input (perception)
  2. Throughput (decision making)
  3. Output (response)
  4. Feedback
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3
Q

4 main sensory inputs in sports

A

Visual
Auditory
Touch
Proprioception / kinaesthesis

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4
Q

Visual input

A

Info gathered through sight

use visual cues to track movement, assess positions, anticipate actions

Eg. Basketball player uses visual input to determine trajectory of ball when shooting a free throw

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5
Q

Auditory input

A

Hearing

Use auditory cues to communicate, respond to instructions, detect environmental sounds

Eg. Tennis player listens for sound of opponents racket hitting ball to anticipate direction of shot

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6
Q

Touch input

A

Physical sensations experienced through contact with objects, surfaces, other athletes

About the environment, equipment, opponents, teammates

Eg. Footballer uses touch to feel pressure of ball to maintain control and adjust movements accordingly

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7
Q

Proprioception / kinaesthetic input

A

Feedback about body position, movement, balance to execute precise actions, maintain control

Eg. Gymnast uses Proprioception to adjust body position while performing balance on beam

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8
Q

Welford’s model

A

Sensory input

Perception

Selective attention

Decision making

Memory

Effector control

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9
Q

Sensory input (Welford’s model)

A

Information entering the body from the sense organs from external stimuli or internal sensors (Proprioception)

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10
Q

Perception (Welford’s model)

A

Process of the brain judging and interpreting information it receives from the sense organs

Interprets all information and identifies elements that are important

Detection > comparison to past experiences > recognition (DCR)

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11
Q

Selective attention

A

Ability to block out task-irrelevant stimuli and thoughts to filter the relevant info (DCR)

More experiences provide more for memory which helps towards accurate DCR

Speeds up decision making and response time

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12
Q

Decision making

A

Ability to use information to make correct decisions about action to carry out next

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13
Q

Memory

A

Short term sensory store
Short term memory (working memory)
Long term memory

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14
Q

Interaction between STM and LTM when making a decision

A
  • compare current situations (in STM)
  • with past experiences (in LTM)
  • to determine appropriate action
  • action and results are stored for future reference
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15
Q

Whitings model

A

Input data from display

Receptor systems

Perceptual mechanisms

Translatory mechanisms

Effector mechanisms (& muscular system)

Feedback

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16
Q

Perceptual mechanisms

A
  • info in STSS is either ignored or filtered out (selective attention)
  • passed on to STM
17
Q

Translatory mechanisms

A
  • where decision making occurs
  • skill is chosen based on environmental & internal info the brain receives
  • motor programme is retrieved from LTM and put into action
18
Q

Effector mechanism

A
  • nerve impulses sent via motor neurones for relevant motor units writhing muscular system for them to contract
  • muscles work in a particular order and create just the right amount of force to carry out the skill successfully
19
Q

Feedback

A

Both intrinsic (kinaesthetic) and extrinsic (based on results of performance)

Feedback is stored in LTM for future reference

20
Q

When might an athlete have poor information processing

A
  • over arousal
  • anxiety
  • evaluation
  • high importance
  • cognitive learner
  • fatigue
  • info overload
21
Q

3 memory systems/stores

A

Short term sensory store (STSS)
Short term memory (STM)
Long term memory (LTM)

22
Q

Role of STSS

A
  • receive all incoming info from environment
  • acts as a filter - decides what info to pass on to STM via selective attention
23
Q

Characteristics of STSS

A
  • very large capacity (takes in lots of info at once)
  • very short duration (0.5-1sec)
  • info stored in raw form (exact image/sound)
  • if you don’t pay attention, info is lost immediately
24
Q

Example for STSS

A

Performer briefly sees teammates positions hears coach’s instructions

25
STM roles
- stores info you are currently thinking about - used for decision making and processing in performance
26
STM characteristics
- limited capacity (7+-2 items) - short duration (0-30secs without rehearsal) - info mainly stored acoustically) - info can be kept longer through rehearsal - compares info to LTM
27
Example for STM
Remembering coach’s instructions during a drill deciding what move to make next in a match
28
Alternative name for STM
Working memory
29
LTM roles
- stores info for long time (potentially lifelong) - holds skills, experiences and knowledge) - sends relevant info back to STM when needed
30
LTM characteristics
- unlimited capacity - very long duration (mins to lifelong) - info stored semantically (meaning) - retrieval may take time or sometimes fail - becomes more developed through experience
31
How can a coach/performer increase the efficiency of STSS/selective attention
- ensure basic skills are mastered to free up spare attention capacity - ensure instructions are correct - intensify the stimulus so the leaner focuses on it more - train in front of a crowd - practise and mental rehearsal - break skil down - use attentional focus drills - highlight attentional cues - make sessions exciting/unusual so more memorable - avoid info overload
32
Strategies to improve memory
- rehearse and repeat skill - reinforce key aspects - link info to previous experiences - only include specific, relevant info - make stimulus more intense and recognisable- chunk/group info together - use of imagery