PE24: Information Processing
Understanding the information processing model: input, decision making, output and feedback, and how this model applies to sporting situations.
Understanding the information processing model: input, decision making, output and feedback, and how this model applies to sporting situations.
The model works as a continuous loop. Every sporting action involves receiving information, deciding what to do, executing the action, and learning from the result through feedback.
Input is the information received by the performer through their senses. This sensory data comes from the environment and tells the performer what is happening around them.
Football midfielder: Sees a teammate making a run (vision), hears a teammate calling for the ball (hearing), feels the ball at their feet (kinaesthesia). Uses selective attention to focus on the passing opportunity and ignore the crowd.
Tennis player: Watches the opponent's racket angle and ball trajectory (vision), hears the sound of ball contact which indicates spin (hearing), senses their own body position for the return shot (proprioception).
Decision making is the process of interpreting the input information and selecting an appropriate response. This stage uses both short-term and long-term memory.
| Feature | Short-Term Memory | Long-Term Memory |
|---|---|---|
| Duration | 20-30 seconds | Permanent |
| Capacity | Limited (~7 items) | Unlimited |
| Function | Immediate processing | Storing learned skills |
| In sport | Current situation awareness | Recall of past experiences and motor programmes |
Cricketer batting: Input - sees the bowler release the ball. STM - holds the current ball trajectory. LTM - recalls similar deliveries faced in practice and matches. Decision - selects the correct shot (e.g. pull shot for a short-pitched delivery). An experienced batsman has faced many deliveries and can recognise patterns faster, making better decisions under pressure.
Output is the motor response produced as a result of the decision-making process. The brain sends signals via the nervous system to the relevant muscles to carry out the chosen action.
Badminton player: After deciding to play a drop shot, the motor programme for the drop shot is initiated. The brain sends impulses to the shoulder, arm and wrist muscles to execute the fine touch required.
Footballer: Decision made to pass to a teammate. The motor programme for a side-foot pass is activated. Brain signals trigger the leg muscles to contract in the correct sequence with appropriate force and timing.
Feedback is information about the outcome of a movement that is used to improve future performance. It completes the information processing loop.
Input: The player sees the opposing centre about to pass (vision), hears teammates calling (hearing), and focuses attention on the passer's body language and eye line.
Decision Making: In short-term memory, the player holds the current game situation. From long-term memory, they recall patterns they have seen before in training. They decide to anticipate the pass and move to intercept.
Output: The motor programme for a quick change of direction and extension of the arm is activated. Muscles contract to drive the player towards the passing lane and reach for the ball.
Feedback: Intrinsic - the player feels whether they timed the interception correctly. Extrinsic - the coach praises the anticipation or suggests they read the pass earlier. This feedback is stored for future similar situations.
Input: Watches the penalty taker's approach, body angle and foot placement. Uses selective attention to focus on the striker's standing foot and hip direction.
Decision Making: Short-term memory processes the current approach. Long-term memory recalls penalties faced against this taker and general patterns (e.g. right-footed players often go to their left). Decides which way to dive.
Output: Motor programme for diving save is executed - explosive push-off, full extension of the body, hands towards the expected ball trajectory.
Feedback: Intrinsic - whether the dive felt well-timed and technically correct. Extrinsic - whether the save was made; coach feedback on positioning. Used to refine future penalty-saving decisions.
| Stage | Beginner | Expert |
|---|---|---|
| Input | Poor selective attention; distracted by irrelevant cues | Excellent selective attention; focuses on key cues only |
| Decision Making | Slow; limited LTM; processes consciously | Fast; extensive LTM; processes automatically |
| Output | Inconsistent; motor programmes weak | Consistent; motor programmes well-established |
| Feedback | Relies heavily on extrinsic feedback | Uses intrinsic feedback effectively; self-corrects |
Q1: Describe the four stages of the information processing model in the correct order.
Q2: What is selective attention and why is it important for a games player?
Q3: Explain the role of long-term memory in the decision-making process.
Q4: Using a named sporting example, explain how a performer moves through all four stages of the information processing model.
Q5: Explain the difference between intrinsic and extrinsic feedback, giving a sporting example of each.
Q6: Why does an experienced performer make decisions faster than a beginner? Refer to the information processing model in your answer.
Spec 8582. Two 1h15 written papers (applied anatomy, movement analysis, physical training; then sport psychology, socio-cultural influences, health and fitness) plus non-exam assessment: three practical performances and an analysis-and-evaluation task. AQA's 9-mark 'analyse' questions need a structured plan — practise the pros/cons + justification format.
Always check: specification details change — confirm paper structure and set texts against the current specification for your exam year.
Students often confuse the senses in input with decision making. Wrong: "Input is when you decide what to do with the ball." Correct: "Input is receiving sensory information from the environment, such as seeing the ball's trajectory. Decision making is the separate stage where you process that information and choose a response."
Students often forget to mention both types of memory in decision making. Wrong: "Decision making uses memory to decide what to do." Correct: "Decision making uses short-term memory to hold current information and long-term memory to compare it with past experiences and stored motor programmes."
Students often think aggression is always bad in sport. Wrong: Aggression is always bad in sport Correct: Direct aggression (within rules, e.g. a hard but fair tackle) can be channelled positively. It is only hostile aggression (intent to harm outside rules) that is always negative.
Students often think extroverts are always better at sport than introverts. Wrong: Extroverts are always better at sport than introverts Correct: Introverts may excel in individual, precise sports (archery, golf, marathon running). Extroverts tend to prefer team and contact sports. Personality is a preference, not a determinant.
Students often think more arousal always means better performance. Wrong: More arousal always means better performance Correct: The inverted-U theory shows that performance improves with arousal only up to an optimal point. Beyond that, performance declines. Fine/closed skills need lower arousal; gross/open skills need higher.
6 marks: Explain how information processing affects sporting performance.
Information Processing has significant effects on sporting performance. [Key concept 1]: explain the mechanism with specific detail. [Key concept 2]: how this applies in a named sporting example. [Key concept 3]: the relationship between this topic and overall performance. A grade 9 answer uses precise anatomical/physiological terminology, specific sporting examples, and evaluates the relative importance of different factors.
Mark scheme: 2 marks per explained point with specific evidence, evaluation for top marks
GCSE PE tests four AOs: AO1 (Knowledge, 30%) — recall facts about Information Processing including definitions, classifications and specific examples; AO2 (Application, 30%) — apply knowledge to sporting contexts and training scenarios; AO3 (Analysis and Evaluation, 25%) — analyse data (graphs, tables), evaluate training methods or strategies, and justify recommendations; AO4 (Practical, 15%) — demonstrate relevant skills. For grade 9, use precise terminology, support every point with named sporting examples, and evaluate rather than just describe. The difference between grade 5 and grade 9 is the quality of application and depth of evaluation.
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