3. Flexion
Refers to movement where the angle between two bones
decreases.
Flexion is commonly known as bending.
Example: Bicep Curl
4. Extension
Refers to movement where the angle between two bones
increases.
Extension is otherwise known as straightening.
Example: Tricep Extension
5. Adduction
Is movement of a body segment toward the midline of
the body.
Example: bringing legs together in a star jump
6. Abduction
Is movement of a body segment away from the midline
of the body.
Example: moving legs/arms away in star jump
7. Circumduction
This is a movement where the joint is the pivot and the
body segment moves in a combination of flexion,
extension, adduction and abduction
Example: Butterfly in swimming
8. Rotation
Refers to a pivoting or ‘twisting’ movement. Rotation is
broken down further into medial and lateral rotation.
Example: Head rotating on
vertebrae
10. Pronation
Movement so the palm of the hand faces down
Example: Wrist pronation – rotating
hand from a supinated to a
pronated position
11. Inversion
Is the movement of the foot to bring the sole of the foot
to face inward.
12. Eversion
Is the movement of the foot to bring the sole of the foot
to face outward.
13. Dorsiflexion
Is moving the top of the foot toward the shin or ‘raising’
the toes.
14. Plantarflexion
Is moving the top of the foot away from the shin or
‘pointing’ the toes.
15. Types of Joints
Gliding - Carpals
Hinge - knee
Pivot – atlas and axis of neck
Condyloid/Ellipsoid – carpal and radius
Saddle – metacarpal of thumb
Ball & Socket – shoulder & hip
17. Inertia
An object as rests tends to remain at rest unless acted
upon by some external force
An object’s resistance to movement
18. Momentum
An object that is moving will continue to move in the
direction the force was applied until another force is
applied
19. Stability
The ability to hold or maintain a position in space
20. Balance
An ability to maintain the line of gravity of a body within
the base of support
21. Centre of Mass/Gravity
The point in the body at which all parts of the body are
in balance OR at which gravity is centred
22. Force
Force is defined as a PUSH or a Pull
Kicking a ball, leg applies force to the ball
23. Force Summation/Kinetic Linking
The production of large forces by the body is dependent
upon using each joint in the correct order, and using
each joint at its most appropriate time.
24. Levers
A rigid structure, hinged at some part and to which
forces are applied at two other points
3 Parts: Force, Load, Pivot
25. Projectile Motion
A projectile is any object released into the air. Once an
object is in the air its flight path is governed by factors
prior to its release.
Speed, Height, Angle of Release
30. Skill Classification: Open
The timing depends on external forces
Skills are perceptual and externally paced
Football pass
31. Skill Classification: Closed
Skills take place in a stable, predictable environment.
Skills are not affected by the environment
Movements follow set patterns
Free throw in Basketball
32. Skill Classification: Discrete
Single, specific skills that are well defined actions with
clear beginning and end
Hockey penalty flick
34. Skill Classification: Serial
A group of discrete skills strung
together to make a new and
complex movement.
The sequence of skills for the
triple jump.
36. Cognitive or Understanding Phase
Performances are inconsistent and success is not
guaranteed.
Process of trial and error with a success rate of 2-3 out
of 10 attempts.
37. Needs of Cognitive Phase:
Requires all of your attention and rely on the external
cues – teacher/coach
Correct performances must be reinforced through
external feedback.
38. Phases of Learning: Associative
Performances more consistent as motor programmes are
being formed.
Start to get a sense of internal 'kinesthetic' feedback.
Success rate 5-7 out of 10.
39. Needs of Associative Phase
Simpler parts of the skill look fluent and are well
learned, however, the more complex elements require a
lot of attention.
Begin to detect and correct own errors
40. Phases of Learning: Autonomous
Performances have become consistent, fluid and
aesthetically pleasing.
The motor programmes involved are well learned and
stored in the long-term memory.
41. Needs of Autonomous
Attention can be focused on opponents and tactics.
Retaining the new skill must be constantly practiced to
reinforce the motor programmes.
Success is now 9 out of 10.
43. Mass
the skill is practiced until learnt without taking a break.
44. Mass Practice
Risks: If individual has a
low level of fitness and
motivation performance
will suffer
Benefits: best for simple
skills. A rally in
badminton where the
learner must repeatedly
perform drop shots. This
causes fatigue and
therefore simulates the
late stages of a game
45. Distributed
practice is interspersed with breaks that can either be
rest or another skill.
46. Distributed Practice
Risks: boredom for
individuals with a high
level of fitness and
highly motivated.
Benefits: allows for rest
and mental rehearsal.
This is best used in
difficult, dangerous or
fatiguing skills and with
young or lowly motivated
individuals
47. Whole
When the skill is taught in its entirety; the whole
movement.
48. Whole Practice
Risks:
Unsuitable for people
with low attention spans,
complex or dangerous
skills
Benefits:
Good for simple skills
that cannot be broken
down into parts
49. Part
When skills are broken down into its associated parts or
sub routines
E.g. volleyball serve – ball toss, stance, weight transfer,
arm swing (contact and follow through).
50. Part Practice
Risks:
transfer of the skills from
part to whole may not be
effective and it may also
reduce the kinesthetic
awareness (feel) for the
whole skill.
Benefits:
Can learn each key
element and focus
on an individual
component as part
of training
54. Problem Solving
Risks:
Skills best suited toward
Open skills so Closed
skills cannot be practiced
Benefits:
Creative solutions are
required to perform
56. Mental Practice
Risks
Can over think things
You need to take a break
in physical practice to
perform mental tasks.
Benefits
Good in the resting
phase of distributed
practice
57. Physical
What we are familiar with. The skill is performed by
active/physical movement.
58. Physical Practice
Risks
Fatigue, boredom
Benefits
Actively perform the skill
59. Factors effecting learning
Age – state of readiness
Gender – Differences in physique, interests and
motivation
Mental State – Positive/Negative Self Talk
Skill Level – different levels of co-ordination, balance,
speed and other skill-related fitness components that
may contribute to faster learning.
Prior Knowledge – previous exposure to the skill being
learnt will have both a cognitive and physical advantage.
Confidence – Mental State, Skill Level and Prior
Knowledge combined
61. Self-talk
Thoughts and words athletes and performers say to
themselves
Self-talk phrases (or cues) are used to direct attention
towards a particular thing in order to improve focus or
are used alongside other techniques to facilitate their
effectiveness
62. Visualisation
Visualization is the process of creating a mental image
or intention of what you want to happen or feel
63. Mental Rehearsal
Involves the athlete imagining themselves in an
environment performing a specific activity using all of
their senses (sight, hear, feel and smell).
The images should have the athlete performing
successfully and feeling satisfied with their performance.
64. Routines
Helps you organise a consistent and systematic psych-up
period before a race or game, without becoming
psyched-out.
65. Arousal Control
Arousal is a measure of how excited or ‘hyped up’ you
are to perform a skill or task.
Under Aroused – bored, not motivated, tired, lethargic
Over Aroused – Nervous, anxious, worried, scared,
frustrated
Optimal Arousal – Ability to control your arousal levels,
stress levels, and your emotions during your
performance of sport/skill.
66. Goal Setting
Gives direction - you can see success as you achieve
your goals which:
Focuses attention
Maintains and enhances motivation.
Increases confidence
67. Confidence
How strongly you believe in your ability to achieve your
goals.
68. Concentration
Your ability to maintain and completely focus attention
for a period of time.