The Learning Environment

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.