12sps throwing for distance and accuracy
DESCRIPTION
Throwing for distance and accuracy using non-dominant handTRANSCRIPT
Throwing for distance and accuracy with your non-dominant handAchievement Standard: 91328
Credits 5
Movements at JointsThrowing for distance and accuracy
Flexion
Refers to movement where the angle between two bones decreases.
Flexion is commonly known as bending.
Example: Bicep Curl
Extension
Refers to movement where the angle between two bones increases.
Extension is otherwise known as straightening.
Example: Tricep Extension
Adduction
Is movement of a body segment toward the midline of the body.
Example: bringing legs together in a star jump
Abduction
Is movement of a body segment away from the midline of the body.
Example: moving legs/arms away in star jump
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
Rotation
Refers to a pivoting or ‘twisting’ movement. Rotation is broken down further into medial and lateral rotation.
Example: Head rotating on vertebrae
Supination
Pronation
Movement so the palm of the hand faces down
Example: Wrist pronation – rotating hand from a supinated to a pronated position
Inversion
Is the movement of the foot to bring the sole of the foot to face inward.
Eversion
Is the movement of the foot to bring the sole of the foot to face outward.
Dorsiflexion
Is moving the top of the foot toward the shin or ‘raising’ the toes.
Plantarflexion
Is moving the top of the foot away from the shin or ‘pointing’ the toes.
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
BIOMECHANICAL PRINCIPLESThrowing for distance and accuracy
Inertia
An object as rests tends to remain at rest unless acted upon by some external force
An object’s resistance to movement
Momentum
An object that is moving will continue to move in the direction the force was applied until another force is applied
Stability
The ability to hold or maintain a position in space
Balance
An ability to maintain the line of gravity of a body within the base of support
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
Force
Force is defined as a PUSH or a Pull
Kicking a ball, leg applies force to the ball
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.
Levers
A rigid structure, hinged at some part and to which forces are applied at two other points
3 Parts: Force, Load, Pivot
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
Basic Performance Appraisal
Where do I ‘stack up’ compared to where I should be?
Skill LearningThrowing for distance and accuracy
Skill Classification: Fine
Involves small muscle groups, intricate precise movements.
High level of hand-eye co-ordination
Darts, Snooker
Skill Classification: Gross
Involves large muscle groups and/or the whole body
Shot Put, Swimming
Skill Classification: Open
The timing depends on external forces
Skills are perceptual and externally paced
Football pass
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
Skill Classification: Discrete
Single, specific skills that are well defined actions with clear beginning and end
Hockey penalty flick
Skill Classification: Continuous
No obvious beginning or end
Skill is repeated like a cycle
Running, Swimming
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.
Phases of Learning
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.
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.
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.
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
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.
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.
Types of Practice:
Mass
the skill is practiced until learnt without taking a break.
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
Distributed
practice is interspersed with breaks that can either be rest or another skill.
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
Whole
When the skill is taught in its entirety; the whole movement.
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
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).
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
Drills
Learning a skill through repetition
Drills
Risks:
Not game like, or specific to sport
Benefits:
No external variables
Problem Solving
Learning through investigation
Problem Solving
Risks:
Skills best suited toward Open skills so Closed skills cannot be practiced
Benefits:
Creative solutions are required to perform
Mental
Performing the skill in your mind without physical movement
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
Physical
What we are familiar with. The skill is performed by active/physical movement.
Physical Practice
Risks
Fatigue, boredom
Benefits
Actively perform the skill
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
Sport PsychologyThrowing for distance and accuracy
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
Visualisation
Visualization is the process of creating a mental image or intention of what you want to happen or feel
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.
Routines
Helps you organise a consistent and systematic psych-up period before a race or game, without becoming psyched-out.
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.
Goal Setting
Gives direction - you can see success as you achieve your goals which:
Focuses attention
Maintains and enhances motivation.
Increases confidence
Confidence
How strongly you believe in your ability to achieve your goals.
Concentration
Your ability to maintain and completely focus attention for a period of time.