Chapter 8 Outline

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  • Chapter 8: Information Processing
    • Motor Programme Theory
      • Executive motor Programme
        • Subroutine
      • Motor Programme for every movement in the LTM
    • Whitings Model
      • senses
        • Vision/SIght
        • Kinesthetic
        • Audio/Sound
        • Touch/Tactile
      • The model
        • Input stimuli environment
          • Senses
            • Perceptual Mechanism - selective attention
              • Translatory mechanism - decision making
                • Effector mechanism - movement in muscles
                  • Output
                    • Input stimuli environment
                      • Senses
                        • Perceptual Mechanism - selective attention
                          • Translatory mechanism - decision making
                            • Effector mechanism - movement in muscles
                              • Output
                                • Feedback is then given
                                  • Reasons for feedback
                                    • Motivation
                                    • Reinforcement
                                    • Detect and correct errors
                    • Feedback is then given
                      • Reasons for feedback
                        • Motivation
                        • Reinforcement
                        • Detect and correct errors
      • Receptors
        • Proprioceptor
        • Interoceptors
        • Exteroceptor
    • Memory
      • Short-Term Sensory Store
        • 1 Second
        • Filtered/Selective attention
      • Short-Term Momory
        • 30 Seconds
        • 7 +/- 2
        • Detection-Comparison-Recognition
      • Long-term Memory
        • Stores Motor Programmes
        • Information from STM
        • Past experiences
        • Unlimited Capacity
    • PRP/Hicks Law/Bottle Neck
      • Hicks Law Model
      • Bottle Neck theory
        • Brain can only process one piece at a time
      • Psychological Refractory Period
        • Delay in movement
    • Open + Closed Loop
      • Open Loop
        • Memory Trace
        • Ballistic - Short/Sharp
        • Closed skills/discrete
        • No Feedback
      • Closed Loop
        • Perceptual Trace
        • Feedback Occurs
        • Modification occurs
    • Decision making and reaction time
      • Movement Time:- Beginning of movement to end of movement
      • Reaction time:- Onset of stimulus and first movement
        • Factors affecting reaction time:
          • Age
          • Fatigue
          • Gender
          • Warning Signal
          • Stimulus intensity
      • Response time:- Onset of stimulus to end of movement
        • Improvement of Response time:
          • Motivation
          • Fitness levels
          • Presence of warning signal
          • Anticipation
          • Stimulus intensity

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You can learn and play geometry dash bloodbath at the same time

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