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Skills and Techniques- Badminton KC 1- The concept of skill and skilled performance Information Processing Model.

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Presentation on theme: "Skills and Techniques- Badminton KC 1- The concept of skill and skilled performance Information Processing Model."— Presentation transcript:

1 Skills and Techniques- Badminton KC 1- The concept of skill and skilled performance Information Processing Model

2 How do we perform skills? One theory that is put forward for consideration is the Information Processing Model   Consider the brain as a computer, which receives information from our senses.   The brain gathers all the information regarding the situation and then lists the possible options. A decision is made (decision making) of the best possible option and the order goes to the muscles to initiate a response (action)   After the action, the brain receives information, which tells us if it was successful (feedback).   We then compare this feedback to previous actions and performance experiences. This will then influence decisions we make in the future.

3 Input Decision Making Output Feedback Information Processing Model

4 Information (input)   Information is collected using the senses of sight, touch, hearing from the external environment. For example:   Sight The flight of the shuttle cock. Where your opponent/partner is standing   Touch The feel of the racket. Your grip.   Hearing The noise from the contact your opponent/partner has made with the shuttle

5 Information (feedback)   External (what was the result of the action?) Information is received verbally from peers/coach/teacher about the quality of movement (PAR), strengths and weaknesses of the performance (qualitative)   Internal (how did that feel?) Information is received kinaesthetically. Movements, position of joints etc. is relayed back to the brain.

6 How does this relate to skill development?   In the development of a specific technique/action, the action is completed and the performer sees the results of the action.   If it is CORRECT, the link between external feedback (what was the result of the action?) and internal feedback (how did that feel?) is made and the action is repeated.   If, however, the result was WRONG, the action is changed.   This is how IPM works in development

7 How does the IPM work in a game situation? In a game it is done sub-consciously due to the speed of performance   Inexperienced performers are often unable to make good decisions initially. They may take in too much information and are unable to process that information on time.   However, more experienced players only take in the information that is relevant at the time. They separate the essential from the non-essential information. As a result, they are able to select the correct option, quicker.

8 INPUTDECISION MAKINGOUTPUT This could come from: - watching the shuttle - watching opponent - from a call/shout - the rackets contact with the shuttle. The brain also receives information from joints and limbs- (kinaesthetic sense) also on some occasions, the sense of touch plays a part. The feeling of the racket (changing the grip) * * Relevant information is selected, interpreted and then used to make decisions. The memory and previous experiences are used in this process of decision making. Experience plays a part in selecting the correct information. The more experienced player will find it easier to sort out the important information. The information that is used is linked with experiences stored in our memory. e.g. a badminton player watching an opponent play a backcourt overhead shot hears the sound of the racket and sees the speed and direction of the shuttle. He may judge from this input that a poor contact has been made and the shot will not go to the desired area. He responds by deciding to move to the correct position on court where he believes the shuttle will land. He then selects the appropriate shot to play. When we react to a situation, our nervous system sends messages to the muscles about the movement needed. This is a complex process; e.g. to judge the correct force, the right timing, the direction of the action. e.g. the player decides to move to the middle of the court to get into the correct position before the shuttle arrives. The correct shot is then played (PAR) to win the point or put his opponent under greater pressure. F E E D B A C K Verbal Visual Kinaesthetic Auditory Vestibular Feedback is received immediately from the shot winning the point, the coach verbally praising the good shot selection etc.

9 Let’s consider a performer at the Practice Stage Practice Stage This performer is trying to focus on the movement patterns (PAR) in order to execute the skill effectively. Their decision making and concentration will be directed towards executing the PAR with control and fluency (i.e. the output). Therefore, if other decisions have to be made then their execution of the skill will be affected. That is why practicing in isolation and performing repetition practices are appropriate at this level. These practices remove the decision making process and the performer can concentrate solely on the output. Feedback will be received instantly from the shot outcome and verbal positive feedback from the coach. They are then able to link the ‘internal feeling’ with the ‘external success’ and establish what the correct PAR feels like.

10 Let’s consider a performer at the Automatic Stage Automatic Stage This performer is able to execute the shot displaying control, fluency and high levels of accuracy at all times. Their output is consistently executed to a high level therefore it is crucial they participate in game like practices that sharpen their decision making skills. This can be achieved by participating in pressure, decision-making drills and conditioned games that allow the performer to experience game like situations. This helps them cope with the pressure and demands that they will experience in competition and should ensure they make the correct decisions when exposed to game like pressure. It also provides the performer with invaluable experience which will enhance their decision making process in the future.

11 Summary   If your stage of learning requires you to practice and refine your PAR (output) then you should concentrate on shadow and repetition practices that allow you to establish what the action ‘feels’ like. If the shot outcome is successful you should be able to ‘feel’ the correct PAR.   If, however, you are consistently displaying control and fluency when executing skills you must incorporate practices into your programme that will enhance your decision making process. This will prepare you better for the performance demands of a game situation and should help you make the correct decisions when under pressure.

12 Homework  Complete homework task 7


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