1 / 14

Augmented Feedback

1. Augmented Feedback. Chapter 15 – slide set 2. 1. 2. 3. Feedback “scheduling”. Reducing guidance…improving learning Relative frequency…less is more Summary…100% feedback but only 10% of the time Self-selected frequency (tend to choose less frequent)

norah
Télécharger la présentation

Augmented Feedback

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. 1 Augmented Feedback Chapter 15 – slide set 2

  2. 1 2 3 Feedback “scheduling” • Reducing guidance…improving learning • Relative frequency…less is more • Summary…100% feedback but only 10% of the time • Self-selected frequency (tend to choose less frequent) • Choose to get feedback when accurate, and works best when the choice is after performance (Chiviakowsky & Wulf, 2005) • Bandwidth feedback…

  3. 1 Feedback “scheduling” 0% (no) bandwidth (100%KR) 10% bandwidth (?% KR) 425ms “…..” “…..” 575ms 425ms 475ms 525ms 575ms 450 Target (500ms) ‘Correct’ 550

  4. 1 Feedback “scheduling” • Reducing guidance…improving learning • Bandwidth feedback… • Provides guidance (correction) only when necessary (big errors) • Also tells people NOT to correct when they are reasonably accurate

  5. 1 2 3 Feedback “scheduling” • Bandwidth feedback…more than just a relative frequency effect From: Lee and Carnahan (1990)

  6. 1 Feedback “scheduling” • Bandwidth feedback…effects on performance? • “Blocking”…similar to guidance ideas • When you increase the bandwidth, you decrease relative frequency of feedback • In doing so you reduce “blocking” of sensory feedback • Maladaptive short-term corrections

  7. 1 Feedback “scheduling” • Bandwidth feedback…effects on performance? • Maladaptive short-term corrections • Increased bandwidths reduce attempts to correct very small errors in performance • Note influence of “no-feedback” trials

  8. 1 Feedback “scheduling” • Bandwidth feedback…learning? • Larger bandwidths (up to a point) may improve learning • Cause: • Blocking • Reduction in MSTC. • You want the bandwidth to be sized so that it reduces RF to an appropriate level and reduce the occurrence of MSTC

  9. 1 More recent findings • Recent research has suggested guidance ideas are not always accurate • Sometimes frequent feedback seems desirable even for learning • The effect of the feedback on attentional focus seems to be important

  10. Wulf & Shea (1999) (ski sim.) Concurrent feedback The more often feedback was presented, the better people performed Why? 1 2 High frequency is good • Smith, Taylor, & Withers (1997) (golf chip) • Terminal feedback • BW (10%) better than BW (0%), for transitional feedback Performance improvement Performance improvement

  11. Retention data from a soccer kicking study Pay attention to: Feedback frequency Attentional focus Interaction between the two 1 2 High frequency can be good

  12. Another way of looking at that data… 1 High frequency can be good

  13. The feedback statements... Internal Focus Feedback • Position your foot below the ball’s midline to lift the ball • Position your bodyweight and the non-kicking foot behind the ball • Lock your ankle down and use the instep to strike the ball • Keep your knee bent as you swing your leg back and straighten your knee before contact • To strike the ball, the swing of the leg should be as long as possible External Focus Feedback • Strike the ball below it’s midline to lift it, that is, kick underneath it • Be behind the ball, not over it, and lean back • Stroke the ball toward the target as though passing to another player • Use a long-lever action like the swing of a golf club before contact with the ball • To strike the ball, create a pendulum-like motion with as long a duration as possible

  14. From the lab thing:

More Related