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1.
This investigation reports the impact of a season-long Mental Training Program (MTP) on two elite junior tennis players. The two reported cases were part of a study in which MTP players (n = 5) in addition to their tennis practice were exposed to 5 different psychological skills: goal setting, positive thinking and self-talk, concentration and routines, arousal regulation techniques, and imagery. Another group of elite junior tennis players (n = 4) followed the same amount and quality of tennis practice but received no mental training practice. Program effectiveness was evaluated through (a) the Competitive State Anxiety Inventory-2 (CSAI-2), (b) the athletes' appraisal on 8 aspects of tennis performance, and (c) tennis-specific statistical data of two selected cases. The results indicated an increase in the direction dimension of the somatic anxiety, cognitive anxiety and self-confidence for the intervention group at the posttest. Moreover, the intensity of self-confidence, as well as the overall tennis performance, were greater for all the participants of the intervention group after the MTP. Results on two selected cases are reported which clearly demonstrate the effectiveness of the MTP in eliminating specific performance problems.  相似文献   

2.
ObjectivesWe examined the effectiveness of interventions involving imagery, video, and outcome feedback in improving anticipation in skilled junior cricket batters.Design/methodParticipants (N = 34, Mean age = 14.9 years, SD = 0.75) were allocated to one of three groups matched on imagery ability or a no practice control. The experimental groups received a four-week, film-based training intervention.ResultsAll experimental groups improved anticipation performance during training. Pre to posttest improvements were greater for the group that received outcome Knowledge of Results (KR) compared to groups that also received a video replay of the bowler's action or imaged the previously seen action. All experimental groups improved visual imagery ability, measured by the VMIQ-2, but only the imagery intervention group improved in the kinesthetic dimension.ConclusionOur findings show that all three interventions are effective in improving anticipation and benefit imagery ability.  相似文献   

3.
Imagery intervention in open and closed tennis motor skill performance   总被引:1,自引:0,他引:1  
To assess use of imagery intervention in performance of two tennis motor skills the quasi-experimental design included a pre- and posttest and a control group. The tennis service shot and service receiving skill were selected as representative of open and closed skills, respectively. 48 subjects, male tennis players, whose ages ranged from 16 to 18 yr. (M = 17.2), were divided into two groups: (1) Technical practice only which was used as control group and (2) Imagery group who received both imagery and technical practice. Analysis of covariance showed a significant main effect for the imagery intervention on the closed skill (p = .002). Findings suggest that imaging a positive outcome may be more powerful in improving performance of closed skill movements than of open skill movements.  相似文献   

4.
Previous research shows inconsistencies in the timing of imagined and actual actions. Little is known about the timing in imagery, or how it relates to other forms of timing. Two studies examined whether imagery timing followed Weber's law, where variations in judgements grow linearly as the interval duration increases, or Vierordt's law, where short durations are overestimated and longer durations underestimated. In Study 1 participants (n=22) mentally walked and estimated journey times for flat paths and stairways, with and without a load. The timing patterns that emerged did not conform to Weber's law. In Study 2 participants (n=20) completed imagery, reproduction, production, and estimation timing tasks. Timing errors for imagery along a straight path, reproduction, estimation, and production all showed “Vierordt-like” effects. However, when imagining walking in a square participants consistently overestimated. It was concluded that imagery and interval timing processes are similar, but imagery timing is task dependent.  相似文献   

5.
6.
This experiment investigated the influence of length for average Knowledge of Results (KR) and task complexity on learning of timing in a barrier knock-down task. Participants (30 men and 30 women) attempted to press a goal button in 1200 msec. after pressing a start button. The participant was assigned into one of six groups by two tasks (simple and complex) and three feedback groups (100% KR, Average 3, Average 5). The simple and complex tasks required a participant to knock down one or three barriers before pressing a goal button. After a pretest without KR, participants practiced 60 trials of physical practice with one of the three following groups as a practice phase: one given the result of movement time after every trial (100% KR), a second given the average movement time after every third trial (Average 3), a third given the average movement time after every fifth trial (Average 5). Participants then performed a posttest with no-KR and two retention tests, taken 10 min. and 24 hr. after the posttest without KR. Analysis gave several findings. (1) On the complex task, the absolute constant error (/CE/) and the variable error (VE) were less than those on the simple task. (2) The /CE/ and the VE of the 100% KR and the Average 3 groups were less than those of the Average 5 group in the practice phase, and the VE of the 100% KR and the Average 3 group were less than those of the Average 5 group on the retention tests. (3) In the practice phase, the /CE/ and the VE on Blocks 1 and 2 were higher than on Blocks 5 and 6. (4) On the retention tests, the /CE/ of the posttest was less than retention tests 1 and 2. And, the VE of the 100% KR and the Average 3 groups were less than that of the Average 5 group. These results suggest that the average feedback length of three trials and the given feedback information after every trial are advantageous to learning timing on this barrier knock-down task.  相似文献   

7.
A wide range of experimental studies have provided evidence that a night of sleep may enhance motor performance following physical practice (PP), but little is known, however, about its effect after motor imagery (MI). Using an explicitly learned pointing task paradigm, thirty participants were assigned to one of three groups that differed in the training method (PP, MI, and control groups). The physical performance was measured before training (pre-test), as well as before (post-test 1) and after a night of sleep (post-test 2). The time taken to complete the pointing tasks, the number of errors and the kinematic trajectories were the dependent variables. As expected, both the PP and the MI groups improved their performance during the post-test 1. The MI group was further found to enhance motor performance after sleep, hence suggesting that sleep-related effects are effective following mental practice. Such findings highlight the reliability of MI in learning process, which is thought consolidated when associated with sleep.  相似文献   

8.
Two experiments investigated the interfering effects of a manual tracking task on timing performance. Subjects generated a series of 5-s temporal productions under control (timing only) and experimental (timing + pursuit rotor tracking) conditions. Timing was more variable under experimental conditions, a finding consistent with attentional models which argue that timing tasks compete with concurrent distractor tasks for limited processing resources. A pretest-posttest paradigm was employed to evaluate the hypothesis that practice on the tracking task would lessen its attentional demands and thereby attenuate the interference effect. Experiment 1 involved single-task practice (tracking alone). Single-task practice leads to automaticity, the ability to perform a skilled task using fewer processing resources. Pretest-posttest comparisons showed that such practice reduced interference in timing. Experiment 2 involved dual-task practice (timing + tracking). Dual-task practice promotes the development of timesharing, the ability to efficiently switch attention between multiple tasks. In this case, practice failed to reduce the interference effect in timing. The results suggest that effective strategies for timing in dual-task situations must allow one to closely monitor the ongoing flow of temporal events. Received: 11 November 1996 / Accepted: 6 May 1997  相似文献   

9.
Contextual interference effects in motor learning usually were not found when the tasks to be learned presumably required the same generalized motor program (GMP) and differed only with regard to the movement parameters (see Lee, Wulf, & Schmidt, 1992; Magill & Hall, 1990). Thus, tasks requiring different motor programs (e.g., different relative timings) seemed to be a prerequisite for random practice to be more effective than blocked practice. However, the previous studies (that did not find random/blocked differences) used global error measures that confounded errors in relative timing and errors in absolute timing. In the present study, subjects practiced three movement patterns that had the same relative timing (requiring the same GMP) but different overall durations (requiring different parameters). Errors in relative timing and in absolute timing were assessed separately. The results indicate that random practice is more effective for the learning of relative timing (GMP learning) and less effective for the learning of absolute timing (parameter learning) than blocked practice. Preliminary ideas as to the reasons for this effect are discussed.  相似文献   

10.
Abstract

In this study, we compared the effectiveness of concurrent action observation and motor imagery (AO?+?MI), observing with the intent to imitate (active observation; AO), and passive observation (PO) training interventions for improving eye–hand coordination. Fifty participants were assigned to five groups [AO?+?MI, AO, PO, physical practice (PP); control] and performed a visuomotor rotation task, whilst eye movements were recorded. Each participant then performed 20 task trials in a training intervention before repeating the visuomotor rotation task in a post-test. As expected, PP produced the greatest improvement in task performance and eye–hand coordination. However, in comparison to the control group, AO?+?MI training produced a statistically significant increase in both task performance and eye–hand coordination, but no such improvements were found following AO or PO.  相似文献   

11.
Contextual interference effects in motor learning usually were not found when the tasks to be learned presumably required the same generalized motor program (GMP) and differed only with regard to the movement parameters (see Lee, Wulf, & Schmidt, 1992; Magill & Hall, 1990). Thus, tasks requiring different motor programs (e.g., different relative timings) seemed to be a prerequisite for random practice to be more effective than blocked practice. However, the previous studies (that did not find random/blocked differences) used global error measures that confounded errors in relative timing and errors in absolute timing. In the present study, subjects practiced three movement patterns that had the same relative timing (requiring the same GMP) but different overall durations (requiring different parameters). Errors in relative timing and in absolute timing were assessed separately. The results indicate that random practice is more effective for the learning of relative timing (GMP learning) and less effective for the learning of absolute timing (parameter learning) than blocked practice. Preliminary ideas as to the reasons for this effect are discussed.  相似文献   

12.
This research aimed at investigating the utility of a computerized version of a cognitively stimulating activity as a video game intervention for elderly. The study focused on the effect of a 6-week extensive practice intervention on aspects of cognitive functioning (vigilance, working memory (WM), inhibition, reasoning) of old-old participants (= 29), randomly assigned to trained or active control group. The difference between groups was in the content of the extended video game practice – cognitively complex card game for trained and computerized version of a simple dice-game of chance for control participants. A pretest, posttest and a 4-month follow-up measurement was conducted. Results revealed improvements in both groups, except for improved reasoning found only in trained participants. These results suggest that: (1) improvements are dependent on the complexity of the program, (2) cognitively stimulating activity are a valid training procedure for old-old, (3) novelty of computer use is an important factor in determining training efficacy.  相似文献   

13.
The present study aimed to investigate whether an interference task might impact the sleep-dependent consolidation process of a mentally learned sequence of movements. Thirty-two participants were subjected to a first training session through motor imagery (MI) or physical practice (PP) of a finger sequence learning task. After 2 h, half of the participants were requested to perform a second interfering PP task (reversed finger sequence). All participants were finally re-tested following a night of sleep on the first finger sequence. The main findings revealed delayed performance gains following a night of sleep in the MI group, i.e. the interfering task did not alter the consolidation process, by contrast to the PP group. These results confirm that MI practice might result in less retroactive interference than PP, and further highlight the relevance of the first night of sleep for the consolidation process following MI practice. These data might thus contribute to determine in greater details the practical implications of mental training in motor learning and rehabilitation.  相似文献   

14.
The current quasi-experiment examined changes in youth baseball players’ (N = 9) swing performance following an imagery intervention. Athletes participated in one of three conditions, each of which employed a different combination of slow-motion (SM), real-time (RT), or fast-motion (FM) image speeds: SM?+?RT, RT?+?FM, or SM?+?RT?+?FM. A single-subject multiple-baseline design was employed. The intervention approximated the real-world environment in which baseball players practice, thus, increasing representative design. Results generally indicated positive changes across all three conditions, however, the SM?+?RT?+?FM condition exhibited the most improvement. The employment of a multiple-speed imagery intervention appears to be a viable option for young athletes.

Lay Summary: Can using a combination of slow-motion, real-time, and fast-motion imagery improve baseball batting performance? Our results suggest so! Learn more in “It’s all about timing: An imagery intervention examining multiple image speed combinations’ by @jennyo_csueb @Frank_O_Ely & @samagalas #JASP  相似文献   

15.
Imagery practice of motor tasks has been recommended for a wide range of activities as from flight training to basketball. A key question, both from a practical and a theoretical standpoint, is when during the learning process does imagery practice confer the most benefit? However, the literature does not provide clear guidance, in part because of methodological limitations. A 3 x 2 (physical practice x pretest-posttest) split-plot design was employed to investigate the effects of imagery practice on the acquisition of a discrete target at three different stages of learning. Analysis indicated that imagery practice was most beneficial in the early stages of learning and showed an inverse relationship between experience and efficacy of imagery practice. Results are discussed in terms of current theories of imagery practice and suggestions are made regarding when such practice might be best applied during skill development.  相似文献   

16.
Recent research on motor skills of golf have pointed to the usefulness of mental imagery. In golf, such training is rarely used as a teaching technique for beginners on the grounds that only top professionals stand to gain from mental imagery. This study tested whether mental imagery combined with physical practice can improve golf performance for the approach shot. 23 volunteer beginners, 8 women and 15 men, M age 23.4 yr. (SD = 3.7), enrolled in the University Physical and Sporting Activities Department, were divided into three groups, using a combination of physical practice of the approach shot plus mental imagery, physical practice only, and a third group engaging in various sporting activities instead of either mental or physical practice of the chip shot. Analysis showed that the beginners' approach shot performance improved most in the group combining physical practice and mental imagery when compared with the group just physically practising the approach shot. It seems mental training can be used effectively to improve performance even with beginners.  相似文献   

17.
A multiple-baseline design was used to examine the influence of an imagery intervention on the performance of swimmers’ times on a thousand-yard practice set. Performance times for four swimmers were collected over a 15-week period during preseason training. The intervention took place over a 3-week period and was introduced after the fourth week of the study. The results revealed that three out of four participants significantly improved their times on the one thousand-yard practice set after being introduced to the imagery intervention. The results are discussed in terms of the implications of using imagery to improve athlete's performance on continuous tasks.  相似文献   

18.
The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, Cerevrum, on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing speed. Participants completed a pretest of cognitive assessments, played one of the two mini-games within Cerevrum (Stardust or Heroes) for 1.5 hr over three 30-min sessions and then completed a posttest of cognitive assessments and a questionnaire about interest and engagement during the game. An inactive control group completed only the pretest and posttest. Results showed no significant differences among the Heroes group, Stardust group, and control group on the posttest scores, even when controlled for pretest scores. These findings do not support the claim that playing brain-training games for a short period results in transfer of cognitive training to nongame venues.  相似文献   

19.
The purpose of this study was to examine the interactive effects of dispositional mindfulness and visualized PETTLEP imagery training on basketball mid-range shooting performance and retention. Seventy-three participants (M age = 20.32 ± 1.09) with high/low dispositional mindfulness (high n = 35; low n = 38) selected out of 302 college students were randomly assigned into the following six groups: (a) high mindfulness internal imagery (H-II, n = 13); (b) high mindfulness external imagery (H-EI, n = 11); (c) high mindfulness control (H–CO, n = 11); (d) low mindfulness internal imagery (L-II, n = 13); (e) low mindfulness external imagery (L-EI, n = 12); and (f) low mindfulness control (L-CO, n = 13). Participants engaged in a pretest to measure their basketball shooting performance, then participated in a 6-week (3 times/per-week) intervention, plus a posttest and retention test. A three-way 2 (high/low mindfulness) X 3 (treatments: internal-, external imagery, and control) X 3 (measurement time: pretest, posttest, and retention) mixed ANOVA statistical analysis found dispositional mindfulness interacted with treatments and measurement time. The main effects showed high dispositional mindfulness performed better than low dispositional mindfulness, and internal imagery training performed better than external imagery training on mid-range basketball performance at retention. The 3–way interaction indicated that when using either internal or external imagery, high dispositional mindfulness performed better than low mindfulness on retention but not posttest. For 2-way interaction, high dispositional mindfulness performed better than low dispositional mindfulness on retention but not posttest. Our results extended current knowledge on sport imagery and dispositional mindfulness and gained several theoretical implications for researchers. The limitations, future research directions, and practical implications were also discussed.  相似文献   

20.
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