The Learning Environment
- Nature of the skill (open, closed, gross, fine, discrete, serial, continuous, self-paced, externally paced)
- The performance elements (decision-making, strategic and tactical development)
- Practice method (massed, distributed, whole, part)
- Feedback (internal, external, concurrent, delayed, knowledge of results, knowledge of performance)
Nature of the Skill
- Open
- Unpredictable and dynamic.
- Often influenced by external factors (weather, field, opponents).
- Subject to improvisation while in action owing to changing stimuli based on influential factors.
- Closed
- Predictable and stable.
- Is not influenced by extrinsic factors.
- Can be planned beforehand and contemplated.
- Gross
- Implemented by involving large groups of muscle in large movements.
- Examples: running, leaping, vaulting, diving, tackling and surfing etc.
- Fine
- Uses small muscle groups for intricate movements.
- Sports like darts can be an example.
- Discrete
- Well defined actions with a clear initiation point and ending.
- Single and specific skills, e.g. tennis forehand, forward roll.
- Serial
- A number of discrete skills combined together and executed in order.
- Example: bowling in cricket = run up → delivery → follow through.
- Continuous
- Implemented through repetitive actions but not in a defined order.
- The skill itself does not have a discrete beginning or end. The initiation and ending is usually determined by the performer’s actions.
- Example: leg action during swimming, cycling, running.
- Self-paced
- Aspects of implementation and execution (starting, ending, timing and rate) are controlled by the performer.
- Applied in predictable environments therefore ideal for novice learners.
- Externally paced
- External factors control implementation and execution of a skill.
- Example: skills of a bowler or a wicket keeper in response to a ball stricken by a batsman.
The Performance Elements
- Decision-making
- Decisions taken during performance based on dynamic events and situations during gameplay.
- Challenges an athlete’s mind to think and act under pressure.
- Coaches should include impromptu scenarios that closely reflect those in real matches or events so that athletes can train their mind to think clearly under pressure.
- Example: Decision taken by a soccer player while dribbling on whether to shoot or pass depending on where his teammates and opponents are positioned.
- Strategic and tactical development
- Analyzing short term and long term strategies and plans to to get an edge over competitors.
- Some skills and strategies are common across different sports, some are developed in specific gameplay situations.
- Athletes need to be trained under different gameplay situations for them to develop antagonistic tactics against those of the opponents.
Practice Method
- Massed
- Practice sessions are continuous with little to no resting phase.
- Repetitive actions are helpful in acclimatization and familiarization with skills.
- Sometimes, continuous sessions can cause boredom and lack of motivation which can affect performance.
- Distributed
- Training sessions are split into work and rest intervals.
- Sessions may include training sets on multiple skills.
- Suitable for beginners for providing feedback while they’re working on building a skill.
- Also effective in preventing monotony and boredom triggered due to repetitive tasks.
- Whole
- Practicing skills in a whole rather than in parts.
- The goal is to maintain a fluid state of activity.
- Applicable for sports that demand to be practiced on a whole (example: softball pitch).
- Part
- Skills practiced in discrete components and separately.
- Breaks down the whole movement or activity into practicable segments of activity and requires mastery in each segment to improvise on the whole.
- Applicable for novice learners.
Feedback
- Internal
- Self evaluation of performance degree and flaws by athletes.
- Often combines kinaesthetic senses, results produced and a reference point.
- External
- Feedbacks received from external sources.
- Includes evaluation from coaches, mentors, video replays, crowd reactions.
- Errors can be easily identified and fixed upon receiving constant, constructive feedback.
- Concurrent
- Received during performance or action.
- Can include both intrinsic (prompted by kinaesthetic sense) and extrinsic (instructions yelled by the coach) feedback.
- Facilitates immediate improvisation and better performance and results.
- Delayed
- Feedback provided after a whole set of skills are performed.
- No scope for immediate improvisation since the feedback is perceived after all actions have been implemented.
- However, performance analysis can provide plenty of aspects that can be improved in future performances.
- Knowledge of Results
- Facts obtained from the end outcome of an event (successful or unsuccessful).
- Results can provide proper insight on to what degree the skills were executed and whether there are windows for improvement.
- Knowledge of Performance
- Figures obtained from the skills performed and not the end result on a whole.
- Comes from both internal and external feedback.