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 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.
| Stage | What happens |
|---|---|
| Display | The sporting environment and everything in it that the performer could take information from |
| Sensory information | Information taken in from the display by the sense organs |
| Perception | Making sense of that information by interpreting and giving it meaning |
| Decision making | Selecting the most appropriate response from the options available |
| Effector mechanism | The muscles and glands that carry out the decision |
| Response | The movement actually produced |
| Feedback | Information 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.
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.
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.
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.
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.
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.
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.
Mark scheme — tick each point you actually made
Mark scheme — tick each point you actually made
Mark scheme — tick each point you actually made
Mark scheme — tick each point you actually made
Mark scheme — tick each point you actually made
Mark scheme — tick each point you actually made
Mark scheme — tick each point you actually made
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.