AS Level PE 8386 · Area 7 · Information Processing

Information Processing and Performance

Information processing describes what happens between a performer seeing something in the game and making a movement in response. Cambridge wants the stages in order, from the display through the sense organs and perception to decision making, the effector mechanism and the response, with feedback running back into the system. Marks are lost when students list the stages without saying what each one does.

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Syllabus coverage

  • Explain information processing, to include the display, sensory information, sense organs, perception, decision making, the effector mechanism, the response and feedback

Part of the AS Level PE 8386 syllabus 8386.

The simple information processing modelINPUTInformation taken inthrough the sensesDECISIONMAKINGThe brain selectsa responseOUTPUTThe response isexecutedFEEDBACKInformation aboutthe resultFeedback loops back to the performer — this is what makes learning possibleShort-term memory holds the information being used right now. Long-term memory stores learned motor programmes.Limited channel capacity means too muchinformation at once overloads the system, which is why a coach simplifies, demonstrates, and gives oneinstruction at a time.
The information processing model: display and sensory information enter through the sense organs, pass through perception and decision making, and are carried out by the effector mechanism to produce the response.

The model as a whole

Information processing is the sequence a performer works through between something happening in the game and their movement in response. It is usually drawn as a model with input, decision making and output, with a feedback loop running back to the start.

Input is the display and the sensory information taken from it. Decision making covers perception and the choice of response. Output is the response produced by the effector mechanism.

Do not learn the stages as a bare list. Learn them as a chain, where each stage changes the information into a form the next stage can use.

StageWhat happens
DisplayThe sporting environment and everything in it that the performer could take information from
Sensory informationInformation taken in from the display by the sense organs
PerceptionMaking sense of that information by interpreting and giving it meaning
Decision makingSelecting the most appropriate response from the options available
Effector mechanismThe muscles and glands that carry out the decision
ResponseThe movement actually produced
FeedbackInformation about the response that is fed back into the system

Input: the display and sensory information

The display is the sporting situation the performer is facing. In a game it is constantly changing: the position of the ball, the movement of opponents, the position of teammates and the state of the surface are all part of it.

Sensory information is taken from the display through the sense organs. The eyes detect the position and movement of the ball and other players, the ears pick up sound such as a teammate calling or a bat striking the ball, and the kinaesthetic sense reports the position and movement of the performer's own limbs.

The senses cannot take everything in at once, so a performer who tries to attend to all of the display ends up overloaded. This is the link to selective attention, covered in the memory topic.

Perception and selective attention

Perception is the interpretation of the sensory information. It is where raw signals become something meaningful — the brain recognises that a moving shape is an opponent closing down space.

Perception is not passive. The performer uses selective attention to focus on the relevant cues in the display and filter out the irrelevant ones, such as the crowd or a teammate's movement away from the ball.

This is what separates experienced performers from beginners. An experienced player knows which cues matter, so they take in the important information quickly and can act on it.

Selective attention is not ignoring the game. It is choosing which parts of the display to process, so that the limited capacity of the system is spent on information that affects the decision.

Decision making and limited channel capacity

Decision making is where the performer selects the response. The perceptual mechanism has already interpreted the display, and the decision mechanism chooses from the options available what to do about it.

The performer can only deal with a limited amount of information at one time. The single-channel hypothesis explains this: the performer can process only one stimulus at a time, so while one decision is being made a second stimulus cannot be processed until the first is complete.

Limited capacity affects performance directly. If too much information arrives at once, or if the decision is difficult, processing slows and the response is delayed or wrong. A badminton player facing a fast smash has very little time to decide, so they must take in less information and commit to the decision quickly.

Skill reduces the demand on the system. Once a decision has been made many times it takes less capacity, so the performer can take in more of the display without slowing down.

The effector mechanism and the response

Once a decision has been made it has to be carried out. The effector mechanism is the muscles and glands that put the decision into action.

The decision is sent as nerve impulses to the appropriate muscles, which contract to produce the response — the movement the performer actually makes. The response is the output of the whole system.

Response time measures how long this takes from the stimulus appearing to the movement being completed, and the quality of the response depends on both the accuracy of the decision and the skill of the muscles that carry it out.

Feedback closes the loop

The response does not end the process. Feedback is information about the response that is fed back into the system, so the performer can compare what they did with what they intended.

Feedback returns to both perception and decision making. It allows the performer to correct a movement while it is happening and to adjust the stored information for the next attempt.

This is what makes the model a loop rather than a straight line, and it is the bridge between information processing and the feedback topic.

How performers develop anticipation

Anticipation grows out of the perception stage. Rather than waiting for the ball to arrive before deciding, an experienced performer reads the display early and starts preparing the response before the action is completed.

They do this by attending to the cues that appear earliest and predict the outcome — the angle of an opponent's body, the position of their racket or foot, the shape of their run-up. Because these cues are recognised from past experience, the decision can be made sooner.

This is why anticipation saves time. If the decision is made before the ball arrives, the performer has more of the response time left for the movement itself, which is an advantage when the pace of the game is high.

  • Practise against opponents who vary their cues, so the performer learns which ones predict the outcome.
  • Play in game-related conditions where the display is realistic, rather than only in drills with a predictable feed.
  • Give the performer exposure to higher-level opposition, so the cues come faster and are harder to read.

Key terms you must be able to define

Information processing
The sequence by which a performer takes in information from the environment, makes a decision about it and produces a response, with feedback fed back into the system.
Display
The sporting environment and everything within it that the performer can take information from.
Sensory information
Information taken from the display by the sense organs.
Sense organs
The organs that detect stimuli from the display, including the eyes, ears and the kinaesthetic sense in the muscles and joints.
Perception
The interpretation of sensory information, giving it meaning so it can be acted upon.
Selective attention
Focusing on the relevant cues in the display and filtering out the irrelevant ones.
Decision making
Selecting the most appropriate response from the options available.
Single-channel hypothesis
The idea that a performer can process only one stimulus at a time, so a second stimulus cannot be processed until the first is complete.
Effector mechanism
The muscles and glands that carry out the decision by producing the response.
Response
The movement produced as the output of the information processing system.
Feedback
Information about the response fed back into the system so the performer can compare what they did with what they intended.

Applied to your sport

Cambridge requires you to apply this knowledge to physical activities. Use these as models, then write your own for the sport you play.

Association football

A midfielder scans the pitch while the ball travels, selecting the cues that matter (the run of a teammate, the gap in the defence) and ignoring the crowd. The decision is made before the ball arrives, so the pass can be played first time.

Badminton

Facing a smash, the player has very little time to process information. Selective attention is on the angle of the opponent's racket, because this cues the direction of the shuttle, so the decision can be made early.

Basketball

A point guard dribbling towards a defender reads the defender's hip position rather than the ball, and decides whether to drive or pass before the defender commits. This reduces the load on the decision-making stage.

Track and field athletics

A sprinter in the blocks waits for the gun. The ears take in the stimulus, the decision to drive is made, and the effector mechanism sends impulses to the legs to produce the response.

Flashcards

Click a card to flip it. Mark honestly — the tracker uses this.

Q1What is the display?
The sporting environment and everything in it that the performer can take information from.
Q2What are the three broad stages of the information processing model?
Input, decision making and output, with feedback returning to the system.
Q3What is the difference between sensory information and perception?
Sensory information is taken in by the sense organs; perception is the interpretation of it, giving it meaning.
Q4What is selective attention?
Focusing on the relevant cues in the display and filtering out the irrelevant ones.
Q5What is decision making in the model?
Selecting the most appropriate response from the available options.
Q6What does the single-channel hypothesis state?
A performer can process only one stimulus at a time, so a second cannot be processed until the first is complete.
Q7What is the effector mechanism?
The muscles and glands that carry out the decision and produce the response.
Q8What is the response?
The movement produced as the output of the information processing system.
Q9What is feedback in this model?
Information about the response fed back into the system, so the performer can compare what they did with what they intended.
Q10Which sense organs provide information in sport?
The eyes (sight), the ears (sound) and the kinaesthetic sense in the muscles and joints (limb position and movement).
Q11What is the source of anticipation?
Perception. The performer reads early, predictable cues in the display and prepares the response before the action is completed.
Q12How does limited capacity affect performance?
A performer can only process a limited amount of information at once, so too much information or a difficult decision delays or spoils the response.
0 of 12 marked as known

Exam-style questions

7 questions, 20 marks. Write your answer, then reveal the mark scheme and tick each point you actually made. Answering honestly here is what makes the rest of the site useful.

StateAO11 mark
State what is meant by the display in information processing.

Mark scheme — tick each point you actually made

Examiner tip: One mark. Mention that it is the source of information, not just 'what you see', so the examiner knows you mean the whole environment.
IdentifyAO12 marks
Identify the two mechanisms that make up the decision-making stage of the information processing model.

Mark scheme — tick each point you actually made

Examiner tip: Name both mechanisms. Writing 'the brain' alone will not score.
ExplainAO12 marks
Explain how the effector mechanism produces a response.

Mark scheme — tick each point you actually made

Examiner tip: The chain is nerve impulses to the muscles, then contraction producing movement. Two marks means both steps.
ExplainAO23 marks
Explain how a badminton player uses information processing when receiving a serve.

Mark scheme — tick each point you actually made

Examiner tip: Follow the order of the model. Three marks means three stages, each with the information problem it solves.
ExplainAO23 marks
Explain why a novice performer is slower to respond than an experienced performer in the same game situation.

Mark scheme — tick each point you actually made

Examiner tip: Bring in limited capacity by name. Explaining that the novice processes too much information is the key point.
ExplainAO24 marks
Explain how limited channel capacity can affect a basketball player's performance, and how skill can reduce the problem.

Mark scheme — tick each point you actually made

Examiner tip: Answer the problem first, then the solution. Naming selective attention and the effect of practice are separate marks.
AnalyseAO25 marks
Analyse how a football player develops anticipation, using the stages of the information processing model.

Mark scheme — tick each point you actually made

Examiner tip: Anticipation links perception to time saved. Follow the model and finish on the benefit the player gains from deciding early.

Exam technique for this topic

  • When a question says explain information processing, work through the stages in order. Marks are given for what each stage does, not just for naming it.
  • Learn the difference between sensory information and perception. Sensory information is taken in; perception is what the performer makes of it.
  • If a question mentions too much information arriving at once, or a delay in responding, bring in the limited capacity of the system and the single-channel hypothesis.
  • Anticipation questions want the cue plus the benefit: the performer reads an early, predictable cue and gains time for the movement that follows.

Why students lose marks here

A student wrotePerception is what you see with your eyes.
Why it loses marksThat is sensory information, not perception. Perception is the interpretation of that information, and it happens after it has been taken in.
The answer that scoresSensory information is taken in by the sense organs, such as the eyes. Perception is the interpretation of that information, where the performer gives it meaning and recognises what it means for the game.
A student wroteThe decision-making stage is where the muscles produce the movement.
Why it loses marksProducing the movement is the role of the effector mechanism, which is the output side of the model. The decision-making stage only selects the response.
The answer that scoresDecision making selects the most appropriate response from the options available. The selected response is then carried out by the effector mechanism, which sends impulses to the muscles to produce the movement.
A student wroteIf too much information arrives at once, the performer just speeds up their thinking to cope.
Why it loses marksThe performer cannot speed up processing at will, because the system has a limited capacity. Extra information causes a delay instead.
The answer that scoresThe performer has a limited capacity to process information. If too much arrives at once the decision is delayed or made inaccurately, which is why selective attention is used to filter out irrelevant cues.
A student wroteFeedback only happens after the movement is finished.
Why it loses marksFeedback can come during the movement as well as after it, so it can be used to correct the response while it is still happening.
The answer that scoresFeedback is information about the response returned to the system. Some of it arrives during the movement, allowing immediate correction, and some arrives after it, allowing the performer to judge and adjust future attempts.