In simple terms
A friendly intro before the formal notes — no formulas yet.
From Seeing to Doing: How Your Brain Plays Sport
Performing a skill isn't magic; it's a rapid process of your brain taking in information, making a super-fast decision, and telling your body what to do. This process is like a computer running a program to achieve a goal.
Think about replying to a text message. First, you see the message on your screen (input). Your brain processes what it says and decides on a reply (decision-making). Your thumbs type out the message (output). You then re-read your message to check for typos before sending (feedback).
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Input: Your senses gather information from the environment, like seeing the flight of a football or feeling the grip on a tennis racket.
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Decision-Making: Your brain interprets this information, compares it to past experiences stored in your memory, and selects the best action to take.
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Output: The brain sends a command to the relevant muscles to execute the chosen movement, like kicking the ball or swinging the racket.
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Feedback: You receive information about your performance, both internally (how the movement felt) and externally (where the ball went), which helps you adjust and improve for next time.
Explore the concept
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Key formulas
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Full topic notes
Formal explanation with the rigour you need for the exam.
Defining and Classifying Skill
In sports science, 'skill', 'ability', and 'technique' have precise meanings. Ability is a general, inherited trait that is stable and enduring. Think of it as the raw potential, like having good coordination or fast reaction time. Technique is the 'way of doing' something; the specific biomechanical movements required to perform an action. Skill is the learned ability to bring about a pre-determined result with maximum certainty, often with the minimum outlay of time or energy. A skilled performer uses an effective technique to consistently achieve their goal. For example, a basketball player's ability is their height and coordination; their technique is how they hold and release the ball; their skill is consistently scoring a free throw.
Gross–Fine: Based on muscle group size. A rugby tackle (gross) vs. a dart throw (fine).
Open–Closed: Based on environmental stability. A tennis rally (open) vs. a golf swing (closed).
Discrete–Serial–Continuous: Based on how the skill is defined. A penalty kick (discrete), a gymnastics tumble (serial), cycling (continuous).
External–Internal Paced: Based on control of timing. Receiving a pass (external) vs. a long jump (internal).
Individual–Coactive–Interactive: Based on interaction with others. High jump (individual), 100m sprint (coactive), a game of football (interactive).
The Information Processing Model
To understand how we perform skills, we use a theoretical model called the information processing model. This model likens the human brain to a computer, processing information sequentially to produce an output. Welford's (1968) model is a classic example. It begins with input from the environment, gathered by our senses. This information is then processed in the central nervous system (decision-making), where a response is selected. Finally, the brain sends signals to the muscles to produce the movement (output). Feedback about the output is then used to refine future attempts.
Input: Information from the environment via senses. Exteroceptors (sight, sound), Interoceptors (blood pH, temperature), and Proprioceptors (limb position, balance).
Decision-Making (Perception): The brain interprets the sensory information. This involves detection, comparison with memory (LTM), and recognition (DCR process).
Short-Term Memory (STM): Has a limited capacity (approx. 7 items) and duration (approx. 30 seconds). It's the 'working memory' where decisions are made.
Long-Term Memory (LTM): Has a seemingly limitless capacity and duration. It stores past experiences and motor programmes.
Output: The selected movement is performed.
Feedback: Information received during and after the movement, used for error correction.
Memory, Motor Programmes, and Response Time
Memory is fundamental to information processing. The short-term sensory store (STSS) holds vast amounts of sensory information for less than a second. Information we pay attention to moves to short-term memory (STM), our conscious 'workspace'. Through rehearsal, information is transferred to long-term memory (LTM) for permanent storage. LTM is where we store motor programmes – pre-learned sequences of movements. For fast, ballistic skills like a cricket bowl, we use open-loop control, where the motor programme runs to completion without feedback. For slower skills requiring adjustment, like balancing on a beam, we use closed-loop control, where feedback is used to make real-time corrections.
Response Time = Reaction Time + Movement Time
This simple equation is crucial. Reaction time is the time from the onset of a stimulus to the start of the response. Movement time is the time from the start of the movement to its completion. Response time is the total duration. Improving any component will improve overall performance speed.
When asked to apply the skill continua, always justify your choice with a specific reason related to the sport. For example, 'A basketball free throw is a closed skill because the environment is stable and predictable; the hoop is at a fixed height and distance, and there are no opponents directly interfering with the shot.'
The Role of Feedback
Feedback is the information a performer receives about their performance. It is arguably the most important factor for skill acquisition as it allows for error detection and correction. Without feedback, improvement is almost impossible. It can be used to motivate the athlete and reinforce correct technique.
Intrinsic: From within the performer (kinaesthesis). Feeling the sweet spot of a cricket bat.
Extrinsic: From an outside source. A coach's verbal instruction or seeing a video replay.
Knowledge of Results (KR): Information about the outcome. Seeing the javelin land at 75m.
Knowledge of Performance (KP): Information about the movement pattern. A coach saying 'your arm was too low during the throw'.
Positive/Negative: Positive feedback reinforces a correct action ('Great follow-through!'). Negative feedback highlights an error ('You dropped your shoulder').
Concurrent/Terminal: Concurrent feedback is given during the performance (e.g., a coxswain's call in rowing). Terminal feedback is given after the performance is complete (e.g., a post-match analysis).
Worked examples
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A volleyball player is faced with three possible attacking options from the opposition setter (a spike, a tip, or a set to another player). Their simple reaction time (responding to one stimulus) is 180 ms. Using Hick's Law, calculate their choice reaction time. Assume the constant 'b' (time to process one bit of information) is 150 ms.
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Identify variables:
A sprinter's total response time from the starting gun to crossing the 10m line is 1.82 seconds. Electronic timing shows their reaction time (time from gun to leaving the blocks) was 165 milliseconds. Calculate their movement time to the 10m line in seconds.
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Ensure consistent units:
How it all connects
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Glossary
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Quick check
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Revision flashcards
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Define 'skill' in a sporting context.
The consistent production of goal-oriented movements, which are learned and specific to the task. It involves achieving a goal with maximum certainty and minimum outlay of energy or time.
Key takeaways
Review these before you close the topic — retrieval beats re-reading.
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Gross–Fine: Based on muscle group size. A rugby tackle (gross) vs. a dart throw (fine).
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Open–Closed: Based on environmental stability. A tennis rally (open) vs. a golf swing (closed).
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Discrete–Serial–Continuous: Based on how the skill is defined. A penalty kick (discrete), a gymnastics tumble (serial), cycling (continuous).
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External–Internal Paced: Based on control of timing. Receiving a pass (external) vs. a long jump (internal).
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Individual–Coactive–Interactive: Based on interaction with others. High jump (individual), 100m sprint (coactive), a game of football (interactive).
Practice — then mark it
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Test Your Knowledge on Skill and Information Processing
Test Your Knowledge on Skill and Information Processing
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Checkpoint
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