AS Level PE 8386 · Area 7 · Information Processing

Response Time

Response time is the total time from the moment a stimulus appears to the moment the movement has been completed. Cambridge splits it into three named times and expects you to use the equation that links them, then explain what makes reaction time longer or shorter. Most marks are lost by treating reaction time and response time as if they were the same thing.

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Syllabus coverage

  • Explain response time, reaction time and movement time
  • Explain the relationship between response time, reaction time and movement time, and use the equation that links them
  • Explain factors that affect reaction time, to include simple and choice reaction time, Hick's law, the psychological refractory period and the single-channel hypothesis
  • Explain and evaluate strategies to deceive opponents in sporting situations
  • Explain the benefits of a short response time in skilled performance
  • Explain and evaluate strategies to improve response time

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: stimulus, sense organs, perception, decision making and effector mechanism, with the reaction-time and movement-time phases marked.

Three times, one chain

A performer in a game does not react instantly. Between the moment the stimulus appears and the moment the movement finishes, three separate things happen in order, and Cambridge gives each of them its own name.

Reaction time is the time from the presentation of a stimulus to the start of the movement. It covers the sensing, perceiving, deciding and initiating, and nothing else.

Movement time is the time from the start of the movement to the completion of the movement. It is how long the action itself takes once it has begun.

Response time is the total of the two: the whole process from stimulus to the end of the movement.

TimeMeasured fromMeasured toExample (Track and field athletics, 100 m start)
Reaction timeThe gun firing (stimulus)The first push off the blocks (start of movement)The delay between hearing the gun and the legs driving
Movement timeThe first push off the blocks (start of movement)The moment the movement is completedThe time taken to drive out of the blocks and reach full running action
Response timeThe gun firing (stimulus)The completion of the movementEverything from the gun to the end of the drive phase
If the question says reaction time, stop writing at the point the movement starts. If it says response time, you must include the movement itself.

The equation that links them

The syllabus asks you to state and use the equation, so learn it as a formula you can rearrange, not a sentence you can recite.

reaction time + movement time → response time

Rearrange it and you can find any one of the three: response time − reaction time → movement time, and response time − movement time → reaction time.

The relationship works because the two parts happen in sequence. A performer's response time is therefore always longer than their reaction time and always longer than their movement time, never shorter.

  • Sprinter, gun to first push → reaction time
  • Sprinter, first push to end of the drive → movement time
  • Sprinter, gun to end of the drive → response time

Simple and choice reaction time: the number of stimuli

Reaction time is not fixed. It depends on how many stimuli the performer has to deal with and how many responses are available. Cambridge names the two extremes.

In simple reaction time there is one stimulus and one known response. The performer knows exactly what is coming and does not have to decide anything. This is the fastest kind of reaction time and it is what a sprinter uses in the blocks: one stimulus, one response, no decision.

In choice reaction time there is more than one possible stimulus and more than one possible response, so the performer must perceive, decide, and then act. Every extra option adds decision time, so choice reaction time is always slower than simple reaction time.

Simple reaction timeChoice reaction time
StimuliOneMore than one
ResponsesOne, and it is known in advanceMore than one, and the performer must select one
Decision making requiredNone (or very little)Yes, and it takes time
Example from the activity listCompetitive swimming: the starter's signal to the diveNetball: a centre deciding whether to pass to the goal shooter or turn and drive
Choice reaction time is slower for two separate reasons: the performer has to work out which stimulus has occurred, and then has to work out which response to use. Say both if the question asks you to explain.

Hick's law

Hick's law (also called the Hick–Hyman law) describes what happens to reaction time as the number of choices increases. Reaction time increases as the number of stimulus–response alternatives increases.

The increase is not straight-line with the number of options. Reaction time rises in step with the logarithm of the number of alternatives, which means each time the number of choices doubles, reaction time goes up by roughly the same extra amount. Two options cost more than one; four options cost more than two; eight options cost more than four, by a similar amount each time.

In practice the message for a performer is simple: the more options a player has to weigh up, the slower their reaction. This is why coaches of novice players reduce the number of options early on, and why an experienced performer who can narrow the choices down quickly reacts faster.

  • One choice: quickest reaction time (simple reaction time)
  • Two choices: slower, and the performer must discard one option
  • Four or more choices: slower again, and the size of the penalty for each doubling of options gets large in real game time
  • Application: a beginner netball player who does not know where to pass takes longer to release the ball, so the defender closes the space

The single-channel hypothesis and the psychological refractory period

The single-channel hypothesis says that information is processed through one channel at a time, and that a second stimulus cannot be processed until the first one has been processed. The channel is single, so the processing of the second stimulus has to wait its turn.

The psychological refractory period (PRP) is the brief delay that follows this. It is the period of time during which a performer is still processing the first stimulus and cannot yet fully respond to a second one. Their reaction to the second stimulus is slower than it would normally be.

This matters in sport because a defender or a batter can be made to wait. If an opponent shows one action and then produces a different one shortly afterwards, the defender starts to respond to the first, and by the time the second appears their processing channel is still busy. Their reaction to the real action is delayed.

The PRP is not fatigue and it is not slow muscles. It is a delay in processing caused by a second stimulus arriving while the first is still being dealt with. Marks are lost by answering this with nervous system fatigue or reaction-time training.

Deceiving opponents: anticipation and disguise

Because reaction time costs a defender valuable time, skilled performers in attacking positions try to make the defender's reaction as slow and as wrong as possible. There are two sides to this, and a good answer covers both.

Anticipation is where a defender reads the situation early and starts to respond before the stimulus actually happens. It shortens their effective reaction time, but it is a gamble. If they anticipate a pass to the left and the ball goes right, they are committed in the wrong direction and cannot recover in time.

Attackers exploit this deliberately. They use disguise (concealing the real action until the last possible moment, for example a body shape or arm position that hides where the ball is going) and deception (showing a fake action first, then doing something different). A fake forces the defender to start processing the first stimulus, which triggers the psychological refractory period; when the real action follows immediately, the defender's response is delayed and they are beaten.

  • Disguise the intended action so the defender has nothing to read
  • Fake to one side, then go the other, to exploit the psychological refractory period
  • Change the pace or direction late so the defender's anticipation becomes a disadvantage
  • Use a defender's anticipation against them: encourage the early move, then punish it

Why a short response time wins matches, and how to get one

A shorter response time gives a performer more time in the remaining phase of play. It is not the whole of skilled performance, but it buys the time that everything else depends on.

A performer with a short response time can begin their movement earlier, so they are already accelerating, already in position and already in balance while a slower opponent is still deciding. They can beat an opponent to the ball, block a shot before it clears the hand, or adjust to a late bounce or a deflection, because they still have spare time. Under pressure they have room to rethink, which is why they appear calm.

Response time can be improved by training the two components separately and then together.

  • Practise in realistic conditions so the stimuli are the ones the performer will actually face: live opponents, noisy courts, real ball speeds
  • Reduce the number of options early on, then add them back as the performer becomes accurate, so the choices are learned rather than guessed
  • Use varied practice with unpredictable feeds or deliveries so the performer is forced to read the stimulus rather than repeat a routine
  • Train anticipation and cue reading: watch the opponent's hips, hips and shoulder position, or the server's racket face, and learn the cues that predict what comes next
  • Increase the speed of the stimulus (faster feeds, faster bowling machine, faster serving) so the performer must process information more quickly
  • Improve technique so that movement time falls, since response time includes the movement itself
  • Develop physical qualities that support fast movement: reaction drills, short sprints, plyometrics and agility work for the legs, plus rest so the nervous system is not fatigued

Key terms you must be able to define

Response time
The total time from the presentation of a stimulus to the completion of the movement; reaction time plus movement time.
Reaction time
The time from the presentation of a stimulus to the start of the movement.
Movement time
The time taken from the start of the movement to the completion of the movement.
Simple reaction time
Reaction time when there is one stimulus and one response known in advance, so no decision is needed.
Choice reaction time
Reaction time when there is more than one possible stimulus and more than one possible response, so the performer has to decide which to select.
Hick's law
Reaction time increases as the number of stimulus–response alternatives increases, rising in step with the logarithm of the number of alternatives.
Single-channel hypothesis
The idea that information is processed through one channel at a time, so a second stimulus cannot be processed until the previous one has been processed.
Psychological refractory period
The brief delay during which a performer is still processing a first stimulus and cannot fully respond to a second one, so their reaction to the second is slower.
Anticipation
Predicting and beginning to respond to an upcoming stimulus before it actually occurs, which shortens effective reaction time but risks being wrong.
Deception
Deliberately showing an opponent a false action or misleading cue so that their reaction to the real action is slowed or directed the wrong way.

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.

Track and field athletics

In the 100 m start, the gun to the first push is reaction time (simple reaction time: one stimulus, one response) and the push to the end of the drive phase is movement time. Together they make up the sprinter's response time, which is why reaction training off the blocks is treated as part of the event.

Tennis

A player returning serve has to read the ball's flight, its spin and its bounce. That is choice reaction time. A player who reads the server's toss and racket face early is anticipating, and can start moving before the ball leaves the racket; a player who guesses wrong is committed and loses the point.

Badminton

A singles player holds a deceptive preparation at the net, showing a straight drop and then playing a cross-court net shot. The opponent starts to move, still processing the first action, and is beaten by the psychological refractory period as the real shot travels past them.

Field hockey

A drag flick from a penalty corner is disguised at the injection and travels at speed, so the goalkeeper is dealing with a late, fast stimulus. The keeper's best route to a save is cue reading (the flicker's body position and stick angle) rather than pure reaction, because pure choice reaction time is often too slow to reach the ball.

Netball

A centre with three passing options faces choice reaction time; a centre who knows the set play and has one target is closer to simple reaction time. Reducing options speeds up ball release, which is why coaches teach a small number of plays before adding variety.

Squash

Hitting the ball later than expected holds the opponent, because their brain is already committed to one direction. The delay in their processing gives the striker time to move to the open space and set up the next shot.

Flashcards

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

Q1Define reaction time.
The time from the presentation of a stimulus to the start of the movement.
Q2Define movement time.
The time from the start of the movement to the completion of the movement.
Q3Define response time and give the equation.
The total time from stimulus to completion of the movement. reaction time + movement time = response time.
Q4Why is choice reaction time slower than simple reaction time?
There is more than one stimulus and more than one response, so the performer must identify the stimulus and select the response before acting. The decision takes time.
Q5State Hick's law.
Reaction time increases as the number of stimulus–response alternatives increases, rising in step with the logarithm of the number of alternatives.
Q6What does the single-channel hypothesis say?
Information is processed through one channel at a time, so a second stimulus cannot be processed until the previous one has been processed.
Q7What is the psychological refractory period?
The brief delay in which a performer is still processing a first stimulus and cannot fully respond to a second, so reaction to the second stimulus is slower.
Q8How does a fake pass in netball exploit the psychological refractory period?
The defender begins to process and respond to the fake; the processing channel is still busy when the real pass is made, so their reaction to the real pass is delayed and the attacker gains time and space.
Q9What is anticipation and what is the risk?
Predicting and starting to respond before the stimulus occurs, which shortens effective reaction time. The risk is being wrong: the performer is committed in the wrong direction and cannot recover.
Q10Give three ways to improve response time.
Practise with realistic, unpredictable stimuli; reduce then reintroduce the number of options; train cue reading and anticipation. Reducing movement time through technique work also shortens response time.
Q11Why does a short response time benefit a performer?
They can start moving earlier, beat an opponent to the ball, adjust to late or unexpected events, and still have time to think, so they have more options in the time available.
Q12A sprinter's reaction time is 0.15 s and their movement time is 0.60 s. What is their response time?
0.75 s. reaction time + movement time = response time, so 0.15 + 0.60 = 0.75 s.
0 of 12 marked as known

Exam-style questions

8 questions, 24 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 reaction time.

Mark scheme — tick each point you actually made

Examiner tip: One mark, one definition. Do not add movement time, or you have answered a different question.
ExplainAO12 marks
Explain the relationship between response time, reaction time and movement time.

Mark scheme — tick each point you actually made

Examiner tip: Use the equation in your answer and say that the parts happen in order. That second point is the one most students leave out.
IdentifyAO12 marks
A competitive swimmer reacts to the starter's signal in 0.70 s and their dive and entry take a further 1.40 s. Calculate their response time and identify which component each value represents.

Mark scheme — tick each point you actually made

Examiner tip: Show the addition. An answer that only writes '2.10 s' with no working risks losing the second mark if the components are unclear.
ExplainAO23 marks
Explain why a table tennis player returning a fast serve has a longer reaction time than a sprinter reacting to the starting gun.

Mark scheme — tick each point you actually made

Examiner tip: Name the type of reaction time, describe the stimuli in that activity, then say what the extra decision costs. Three chains, three marks.
ExplainAO23 marks
Using Hick's law, explain why a novice Netball centre takes longer to release a pass than an experienced centre.

Mark scheme — tick each point you actually made

Examiner tip: State the law first, then apply it to each performer. Naming the law without application caps you at one mark.
ExplainAO24 marks
Explain how a Badminton player can use deception to slow an opponent's response, and why it works.

Mark scheme — tick each point you actually made

Examiner tip: Four marks here means four links: disguise, fake, the processing delay, and the benefit to the striker. Put the phrase 'single channel' or 'refractory period' in your answer to show the mechanism.
EvaluateAO24 marks
Evaluate strategies a Cricket batter could use to improve their response time against a fast bowler.

Mark scheme — tick each point you actually made

Examiner tip: The word evaluate means you must give at least one limitation. An answer that lists only benefits cannot reach the top marks.
EvaluateAO25 marks
Evaluate the benefits of a short response time for a Basketball player competing for a rebound, and the strategies a coach could use to develop it.

Mark scheme — tick each point you actually made

Examiner tip: Five marks needs five separate chains. Keep the benefit and the strategy in distinct sentences, and finish with a limitation so the evaluation reads as a judgement rather than a list.

Exam technique for this topic

  • Always separate the three times before you write. The fastest way to lose marks here is to define reaction time when you have been asked about response time.
  • When a question asks you to use the equation, show the numbers. Response time = reaction time + movement time, and if you are given two values you must calculate the third.
  • For 'explain the benefits of a short response time', tie every point to a consequence in the activity: earlier movement, beating an opponent to the ball, more time to adjust, staying in balance, more time to think.
  • Do not confuse the psychological refractory period with fatigue, poor fitness or slow muscles. It is a processing delay caused by a second stimulus arriving while the first is being processed.
  • Answers about deceiving opponents score best when they explain the mechanism: the fake action occupies the defender's single processing channel, so the real action is not dealt with in time.

Why students lose marks here

A student wroteResponse time is the time it takes to react to a stimulus.
Why it loses marksThis is the definition of reaction time, not response time. It stops at the start of the movement and so omits movement time completely.
The answer that scoresResponse time is the total time from the presentation of the stimulus to the completion of the movement, so it is reaction time plus movement time.
A student wroteHick's law says the more choices you have, the faster you react because you have more options.
Why it loses marksBackwards. Hick's law says reaction time increases as the number of stimulus–response alternatives increases, and it rises with the logarithm of the number of alternatives, not in a straight line with it.
The answer that scoresHick's law states that reaction time increases as the number of stimulus–response alternatives increases, rising in step with the logarithm of the number of choices. More options means more decision making, so the reaction is slower.
A student wroteThe refractory period happens because the muscles are tired after a long rally.
Why it loses marksIt describes information processing, not muscular fatigue. Nothing to do with fitness or lactic acid.
The answer that scoresThe psychological refractory period is the brief delay when a second stimulus arrives while the first is still being processed. Because information is handled through a single channel, the response to the second stimulus is delayed, which is what a fake pass or a late change of direction exploits.
A student wroteAnticipation is cheating, so defenders should just react as fast as they can.
Why it loses marksAnticipation is legitimate and expected in skilled performance. Rejecting it also throws away the point the question is usually looking for, namely that anticipation is a risk as well as a benefit.
The answer that scoresAnticipation is predicting the stimulus before it occurs. It shortens effective reaction time and lets a defender commit early, but it carries risk: if the opponent uses disguise or a fake, the defender is already committed in the wrong direction and cannot recover.