Motion Types and Biomechanics Concepts

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Questions and Answers

Which of the following best describes 'general motion' in biomechanics?

  • Movement in a circular path around a fixed point.
  • The displacement of a body without rotation.
  • Movement occurring exclusively in a straight line.
  • A combination of both linear and angular motion. (correct)

During a collision, what biomechanical principle dictates that the total momentum before and after the collision remains constant, assuming no external forces are acting?

  • Conservation of momentum (correct)
  • Newton's Third Law
  • Impulse
  • Summation of momentum

In the context of force summation, what is the primary reason for activating larger muscles (e.g., thighs, trunk) before smaller muscles (e.g., arms, wrist)?

  • To decrease the overall momentum of the movement.
  • To reduce the time needed to complete the movement.
  • To ensure momentum is built and transferred effectively. (correct)
  • To isolate muscular effort and enhance accuracy.

According to Newton's First Law of Motion, what will happen to a soccer ball initially at rest if no external force acts upon it?

<p>It will remain at rest. (B)</p> Signup and view all the answers

Which of the following examples best illustrates Newton's Third Law of Motion (Action-Reaction)?

<p>Jumping off the ground involves pushing down, and the ground pushes back up. (B)</p> Signup and view all the answers

What is a key characteristic of the Associative Stage of learning?

<p>Fewer errors, better coordination, and refinement of technique. (C)</p> Signup and view all the answers

What is the primary focus of constraint-based coaching?

<p>Adapting skills to task, individual, and environmental constraints. (D)</p> Signup and view all the answers

Which of the following is an example of 'part practice'?

<p>A tennis player focuses solely on the serve technique. (C)</p> Signup and view all the answers

What is the primary benefit of random practice compared to blocked practice?

<p>It enhances skill transfer to real game situations. (B)</p> Signup and view all the answers

An athlete is performing long jump and repeatedly practices their run-up timing without breaks in between attempts. Which type of distribution practice is being employed?

<p>Massed Practice (D)</p> Signup and view all the answers

A gymnast feels unbalanced after landing a dismount and adjusts their next attempt based on this feeling. Which type of feedback is this gymnast primarily using?

<p>Intrinsic feedback (D)</p> Signup and view all the answers

Which of the following best describes 'knowledge of performance' as a type of augmented feedback?

<p>Feedback focusing on technique during the skill. (A)</p> Signup and view all the answers

For novice learners, which feedback frequency schedule is generally most effective?

<p>Regular feedback (A)</p> Signup and view all the answers

According to the concept of 'self-efficacy,' what primarily influences an athlete's confidence?

<p>Belief in one's ability to succeed in specific situations. (C)</p> Signup and view all the answers

According to the Inverted-U Hypothesis, what is the relationship between arousal and performance?

<p>Optimal performance occurs at a moderate level of arousal. (A)</p> Signup and view all the answers

Which of the following is a strategy for decreasing arousal levels?

<p>Controlled breathing (A)</p> Signup and view all the answers

What is the primary goal of Stress Inoculation Training (SIT)?

<p>To help athletes build immunity to stress and anxiety. (A)</p> Signup and view all the answers

Which of the following factors has the greatest influence in determining the range of a projectile?

<p>Speed of release (A)</p> Signup and view all the answers

What angle of release is generally considered ideal for maximum horizontal distance, assuming the release and landing height of a projectile are the same?

<p>45 degrees (C)</p> Signup and view all the answers

Flashcards

Linear Motion

Movement in a straight line.

Angular Motion

Rotation around an axis.

General Motion

Combination of both linear and angular motion.

Force

A push or pull (F = ma).

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Velocity

Speed in a given direction. Time(s) × displacement(m)

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Acceleration

Change in velocity over time. Change V / time

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Momentum (p)

Mass × Velocity

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Impulse (change p)

Change in momentum (Force × Time).

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Torque

Force causing rotation. Force × p(momentum)

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Conservation of Momentum

In a collision, total momentum before and after remains constant.

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Summation of Momentum

Sequential, coordinated movement of body parts to produce maximum force/velocity.

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Sequential Activation

Large muscles activate before smaller, faster muscles.

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Stabilisation

Each body part must be stable to allow the next segment to build upon it.

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Newton's First Law (Inertia)

An object remains at rest or moves at a constant velocity unless acted upon by an unbalanced force.

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Newton's Second Law (Acceleration)

Force = Mass × Acceleration (F = ma).

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Newton's Third Law (Action-Reaction)

For every action, there is an equal and opposite reaction.

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Intrinsic Feedback

Self-perceived feedback from sensory systems.

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Augmented Feedback

External feedback provided by a coach or technology.

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Sports Psychology

The study of how the human mind influences athletic performance, training, and physical activity.

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Stress Inoculation Training (SIT)

A psychological technique that prepares athletes to handle stress and pressure by exposing them to stress in a controlled way

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Study Notes

Motion Types

  • Linear motion involves movement in a straight line
  • Angular motion involves rotation around an axis
  • General motion is a combination of both linear and angular motion

Key Biomechanics Concepts

  • Force is a push or pull, calculated as F = ma (mass x acceleration)
  • Velocity refers to the speed in a given direction which is calculated as displacement divided by time
  • Acceleration refers to the change in velocity over time
  • Momentum is the product of mass and velocity (p = mass x velocity)
  • Impulse is a change in momentum, calculated as force multiplied by time
  • Torque describes the force that causes rotation, calculated as force multiplied by momentum

Momentum

  • Momentum is the product of an object's mass and velocity
  • Momentum describes the quantity of motion in a body
  • An object must be moving to possess momentum
  • The more momentum an object has, the harder it is to stop
  • The conservation of momentum states that in a collision, the total momentum before and after impact remains constant

Summation of Momentum (Force Summation)

  • This refers to the sequential and coordinated movement of body parts to produce maximal force or velocity

Key Principles of Summation of Momentum

  • Large muscles (e.g., thighs, trunk) are activated first
  • Smaller, faster muscles (e.g., arms, wrist) follow the activation of larger muscles
  • Momentum is built and transferred effectively through this activation sequence
  • Each body part must be stable to allow the next segment to build upon it
  • A stable base allows for efficient energy transfer
  • Using more body parts allows force to be applied over a longer time
  • More time generates greater momentum
  • Follow through ensures no premature deceleration of the final segment, e.g., hand or foot
  • Follow through allows safe and complete transfer of force
  • All body movements should be directed toward the intended target or goal

Mnemonic

  • "BEST" is a mnemonic to remember the key principles for summation of momentum, Body parts, Esequence, Stabilisation, Timing

Application of Summation of Momentum

  • Power activities depend on using more segments in a sequential manner, for example, a golf drive or baseball pitch
  • Accuracy activities depend on using fewer segments, often simultaneously such as a netball shot

Newton's Laws of Motion

  • First Law (Inertia): An object at rest stays at rest, and an object in motion stays in motion with the same velocity unless acted upon by an unbalanced force.
  • First Law Example: A soccer ball will stay still unless kicked
  • Second Law (Acceleration): Force equals mass times acceleration (F = ma).
  • Second Law Example: A heavier rugby player requires more force to accelerate than a lighter one.
  • Third Law (Action-Reaction): For every action, there is an equal and opposite reaction.
  • Third Law Example: Jumping off the ground pushes down, and the ground pushes back

Stages of Learning

  • Cognitive Stage (Beginner): Characterized by a high number of errors
  • The Cognitive Stage Requires frequent feedback
  • The Cognitive Stage Requires focus on understanding the skill.
  • The Cognitive Stage Requires simple drills with clear instructions
  • Associative Stage (Intermediate): Characterized by fewer errors and better coordination
  • The Associative Stage Requires refinement of technique
  • The Associative Stage requires more self-correction
  • The Associative Stage Requires less frequent feedback, more practice
  • Autonomous Stage (Advanced): Automatic skill execution with little conscious thought
  • The Autonomous Stage Requires high-level decision-making
  • The Autonomous Stage Requires feedback needed for fine-tuning
  • The Autonomous Stage Requires high-level practice with real-game scenarios.

Coaching Methods

  • Constraint-Based Coaching: Learners acquire skills by adapting to task, individual, and environmental constraints
  • Constraint-Based Coaching: Encourages real-game adaptability
  • Constraint-Based Coaching: Involves individual, environmental and task contraints

Key Constraints

  • Individual constraints: Height, weight, motivation, fitness, etc.
  • Environmental constraints: Climate, playing surface, social norms
  • Task constraints: Rules, equipment, playing space

Approaches to Coaching

  • Direct Coaching uses explicit instruction and linear progression, following a one-size-fits-all approach
  • Constraint-Based Coaching uses guided discovery and non-linear learning, with adaptation and problem-solving

Effective Practice

  • Part Practice involves breaking down complex skills into smaller components, like a tennis serve
  • Whole Practice involves practicing the entire skill at once, like running or cycling

Practice Variability

  • Blocked Practice (Low variability) involves repeating the same skill over and over in isolation
  • Blocked Practice is good for beginners and is typified by shooting 50 basketball free throws
  • Random Practice (High variability) involves practicing different skills in an unpredictable sequence/order
  • Random Practice enhances skill transfer to real games

Practice Distribution

  • Massed Practice (Fewer breaks) features fewer but longer training sessions
  • Massed Practice presents a risk of fatigue but good for elite athletes
  • Distributed Practice (Frequent breaks) features shorter training sessions with more rest, more frequently
  • Distributed Practice is better for beginners or complex skills, with improved skill retention

Types of Feedback

  • Intrinsic Feedback (self-assessed) comes from the athlete’s own senses
  • An example of Intrinsic Feedback, is a gymnast feeling their balance
  • Extrinsic Feedback (Augmented Feedback/External) uses knowledge of performance to focus on technique and skill performance
  • Knowledge of Results uses outcome-based feedback, such as a coach telling a sprinter their time or correcting their starting position

Frequency of Feedback

  • Frequency of Feedback refers to how often a coach provides augmented (external) feedback to a learner
  • Regular feedback is important, especially in early learning stages
  • More frequent feedback is needed in the cognitive stage (beginners)
  • Less frequent feedback is recommended as learners become more skilled (associative/autonomous stages)
  • Too much feedback can overload beginners with information
  • Too much feedback can create dependence in experienced performers, hindering independent skill correction
  • Lower frequency feedback might reduce performance during training but improves learning transfer to game situations

Types of Feedback Frequency:

  • Summary Feedback is a coach providing feedback after several attempts
  • Summary Feedback helps prioritize important issues and avoid overwhelming the learner
  • Performer-Regulated Feedback occurs when feedback is requested by the athlete
  • Performer-Regulated Feedback is best for experienced performers who can identify when they need input
  • Coach-Regulated Feedback occurs when a coach determines when and how often to give feedback
  • Coach-Regulated Feedback is best for novice learners who require guidance and correction

Psychology

  • Social factors: Family, peers, role models impacts an athlete
  • Cultural factors impacting an athlete: Traditions, access to facilities, socioeconomic status
  • Gender & ethnicity impacts an athlete by influencing participation levels in different sports

Sports Psychology

  • Sports Psychology definition: The study of how the human mind influences athletic performance, training, and physical activity
  • Sports Psychology focuses on thoughts, emotions, and behaviors during performance
  • Sports Psychology aims to develop mental toughness (focus, resilience, pressure handling, persistence)

Phases of Psychological Skills Training (PST)

  • Education Phase: Athletes become aware of psychological skills and their benefits
  • Acquisition Phase: Athletes learn when, why, and how to apply specific mental skills, personalized for different needs (e.g., anxiety, errors)
  • Practice Phase: Regular application of skills until automatic use in performance

Core Psychological Skills for Optimal Performance

  • Confidence: Belief in one’s ability to succeed
  • Confidence is Influenced by self-efficacy (confidence in specific situations)
  • Optimal confidence boosts performance; too little or too much negatively impacts it

Strategies to Build Confidence

  • Use previous successful experiences and acting confidently (body language)
  • Use positive self-talk, team support, practicing specific scenarios, positive feedback, visualization, and pre-performance routines

Motivation

  • Motivation drives initiation, intensity, and persistence of behavior
  • Motivation is key to achieving goals and long-term success
  • Intrinsic motivation is personal enjoyment, self-challenge, love for the sport, and is more powerful and long-lasting
  • Extrinsic motivation includes external rewards (money, fame, trophies) and give good short-term boosts

Coaching Tips for Motivation

  • Set SMARTER goals (Specific, Measurable, Achievable, Realistic, Time-bound, Evaluated, Reviewed)

SMARTER goals

  • Specific goals clearly define what you want to achieve and avoids vague goals.
  • An example of a Specific goal: “Improve my 100m sprint time by 0.5 seconds.”
  • Measurable goals ensures progress can be tracked.
  • An example of a Measurable goal is: “Track sprint times weekly.”
  • Achievable goals sets a goal that is challenging but possible based on your current ability
  • Realistic goals ensures the goal fits within your lifestyle, time, and resources
  • Time-based goals sets a deadline or timeframe
  • An example of a Time-based goal: “Achieve this within 6 weeks.”
  • Evaluated goals requires regularly reviewing progress to see what’s working and what’s not
  • Reviewed goals reflect on the goal after completion, whether it was effective and what can be improved next time

Coaching approaches

  • Make players feel valued
  • Recognize effort, not just outcomes
  • Tailor motivation based on the situation (e.g., finals vs training).

Arousal

  • The level of physical and mental alertness before/during performance
  • The Inverted-U Hypothesis relates to Low arousal causing underperformance (distracted, bored) where as Optimal arousal puts someone "in the zone"
  • Over-arousal causes poor decision-making and tunnel vision

Decreasing Arousal Strategies

  • Use Progressive muscle relaxation (PMR), controlled breathing, meditation and mindfulness, biofeedback, and Stress Inoculation Training (SIT)

Increasing Arousal Strategies

  • Use energizing imagery, positive self-talk, pump-up music, pre-game warm-ups

Concentration

  • Concentration is the ability to maintain attention and block out distractions

Improving Concentration

  • Improve concentration through controlled breathing to calm the mind, or visualization of task execution
  • Improve concentration through cue words and positive self-talk (e.g., “Focus”, “Follow through”) and pre-performance routines to lock in focus

Stress Inoculation Training (SIT)

  • SIT prepares athletes to handle stress and pressure by exposing them to stress in a controlled way, it is similar to how a vaccine "inoculates" against disease
  • SIT helps athletes build immunity to stress and anxiety, developing coping mechanisms for high-pressure situations (e.g., competition, big games)

Stages of SIT

  • Conceptualisation Stage: Athletes identify sources of stress and recognize their thought patterns (positive vs negative) where they build self-awareness of how thoughts influence feelings and behaviors
  • Rehearsal Stage: Athletes learn and practice coping strategies, such as positive self-talk, mental imagery, controlled breathing and relaxation techniques
  • Application Stage: Athletes apply coping strategies first in low-stress scenarios (e.g., practice) and gradually increase to high-stress conditions (e.g., simulations, real games)

Projectile Motion

  • Projectile motion refers to the curved path an object follows when it is thrown, kicked, or launched into the air
  • A projectile is any object launched into the air affected only by gravity and air resistance (air resistance is often ignored)
  • The three main factors that affect projectile motion are speed of release, angle of release and height of release

Factors that Affect Projectile Motion

  • Speed of Release is the most important factor in determining how far a projectile travels (its range)
  • Greater speed equals more distance and height
  • Speed determines how much force the object has to overcome gravity and air resistance.

Angle of Release

  • Angle of Release affects the shape of the projectile’s trajectory (flight path).
  • Common angles and their effects: 45° for ideal max horizontal distance, > 45° for higher, shorter trajectory, and < 45° for flatter, shorter trajectory

Height of Release

  • Height of Release refers to the height the object is released from compared to where it lands
  • Higher release point equals longer flight time, which leads to more distance (if other factors are constant)
  • The optimal angle for max distance is less than 45° if release height is greater than landing height

Static Equilibrium

  • Static Equilibrium means an Object is at rest

Dynamic Equilibrium

  • Dynamic Equilibrium means an object is moving but remains balanced

Factors Affecting Stability

  • Centre of Gravity: A lower centre of gravity is more stable
  • Base of Support: A wider base of support is more stable
  • Line of Gravity: The line of gravity needs to fall within the base of support

Levers

  • First-Class Lever (Axis in the middle): Example - Neck extension (looking up)
  • Second-Class Lever (Resistance in the middle): Example - Calf raise (axis = ball of foot, resistance = body weight)
  • Third-Class Lever (Force in the middle): Example - Bicep curl (axis = elbow, force = biceps, resistance = weight in hand)

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