Syllabus coverage
- Explain motor programmes as a series of subroutines
- Explain motor programmes as a generalised series of movements
- Explain motor programmes as a set of nerve impulses to the muscles
- Explain motor programmes as being completed in the correct order
- Explain how motor programmes are created, stored and initiated
- Describe, using examples, motor programmes and their associated subroutines
Part of the AS Level PE 8386 syllabus 8386.
What a motor programme is
A motor programme is a stored plan of movement held in the brain. It is the set of instructions the performer runs to carry out a skill, rather than the movement itself.
The comparison worth keeping in mind is a computer program. The program sits in storage, does nothing until it is run, and then executes a series of steps in a fixed order. A motor programme works the same way: it is prepared in advance, stored in memory, and then run when the situation calls for it.
Cambridge describes a motor programme four ways, and any of the four can be the answer to a question. It is a series of subroutines, it is a generalised series of movements, it is a set of nerve impulses to the muscles, and it is completed in the correct order.
A series of subroutines
A subroutine is one small, self-contained part of a motor programme. Each subroutine performs its own job, and on its own it is not the skill. Put together in the right order, the subroutines make up the whole movement.
Breaking a skill into subroutines is what allows a coach to teach a complex skill stage by stage, and it is also the way a performer links a new skill to a part they have already mastered.
| Skill | Subroutines, in order |
|---|---|
| Tennis serve | Ball toss; racket take-back; knee bend and leg drive; racket acceleration up and over; contact with the ball; wrist snap for spin; follow-through |
| Basketball free throw | Feet set and balanced; ball held at the set position; elbow aligned under the ball; knees flexed; extension of legs and arms; wrist flick and release; follow-through |
| Cricket fast bowling delivery | Run-up; gather and jump; back-foot landing; front-foot landing; hip and shoulder rotation; arm swing over the top; release; follow-through |
| Triple jump | Approach run; hop take-off; hop landing and step take-off; step landing and jump take-off; flight; landing in the pit |
A generalised series of movements
A motor programme is generalised because one stored plan covers a whole class of similar movements rather than one single action. The plan is not tied to an exact distance, speed or situation.
The classic illustration is throwing. A performer does not store a separate programme for every possible throw. They store one general overarm-throwing programme and then adapt the parameters — which arm, how much force, what angle, what speed — to suit the situation. The same general programme produces a cricket throw to the stumps and a netball shoulder pass.
This is what makes the programme efficient. One general plan in memory can be adjusted for a huge range of situations, which is far quicker than storing thousands of separate, fixed patterns.
When the general plan is adapted and run for one specific movement, it acts as the executive version of the programme for that movement. The general plan stays in memory; the adapted version is what is executed.
A set of nerve impulses to the muscles, completed in correct order
A motor programme is meaningless until it is transmitted. The brain sends the plan to the working muscles as a set of nerve impulses, travelling down the nervous system to the muscle fibres and telling them to contract.
The order matters as much as the impulses. The subroutines must be completed in the correct sequence, because each one sets up the next. Get the order wrong and the skill breaks down even if every individual subroutine is performed well.
This is why timing is such a common cause of error. A serve where the leg drive fires after the arm swing, or a bowling action where the front foot lands too early, has all the right parts in the wrong order. Learning a motor programme is largely learning the correct sequence of impulses.
- The plan is sent as nerve impulses to the muscles involved in the movement
- The impulses must arrive in the correct order for the subroutines to flow together
- Errors are often sequencing errors rather than strength or technique errors
- With practice, the sequence becomes automatic, so the performer no longer has to think about each subroutine
How motor programmes are created, stored and initiated
Created. A motor programme is built through practice. Early attempts are conscious and clumsy: the performer thinks about each subroutine in turn. Repeated practice with feedback refines the sequence, and the relevant subroutines become linked together into one plan.
Stored. Once learned, the programme is stored in the long-term memory as a generalised pattern. It is not stored as a single rigid action but as a flexible structure that can be adapted. Storage is what makes the skill permanent, and it is why a performer can return to a skill after a long break far more easily than a beginner can learn it.
Initiated. The programme is started when the brain selects the stored plan that fits the situation and sends the nerve impulses to the muscles. In a closed skill the start is self-chosen; in an externally paced skill the start is triggered by a cue, such as the opponent's movement or the ball. Once initiated, the subroutines run in order.
| Stage | What happens | Sporting illustration |
|---|---|---|
| Created | Practised repeatedly with feedback until the subroutines link into one plan | A young table tennis player practises the backhand push hundreds of times until the stroke no longer needs conscious thought |
| Stored | Held in the long-term memory as a generalised pattern that can be adapted | An experienced cricketer keeps one throwing pattern in memory and adapts it for a flat throw at the stumps or a high return to the keeper |
| Initiated | The appropriate plan is selected and sent as nerve impulses to the muscles | A goalkeeper initiates the diving programme the instant the ball is struck, because the cue is external and there is no time to plan consciously |
Explaining a motor programme with its subroutines in an answer
A 'describe, using examples' question wants you to name the skill, break it into subroutines and show that you know the order they run in. Do not simply list body parts; list the parts of the movement.
Work through it in sequence and you cannot go far wrong: the ball toss starts the serve, so it comes first. The leg drive follows, then the arm accelerates, then contact, then the wrist snap, then the follow-through.
Finish the answer by linking the ideas back. The subroutines are run in order as nerve impulses to the muscles, and because the performer has practised to the point of automation, the whole programme can be initiated from a general plan adapted to the situation in front of them.
Key terms you must be able to define
- Motor programme
- A stored plan of movement held in memory, made up of a series of subroutines completed in the correct order and sent to the muscles as nerve impulses.
- Subroutine
- One small, self-contained part of a motor programme that works with the other parts to produce the whole movement.
- Generalised motor programme
- A stored movement plan that covers a whole class of similar movements, such as overarm throwing, and is adapted for each specific performance.
- Executive motor programme
- The adapted version of a generalised programme that is run for one specific movement in one specific situation.
- Creation
- The building of a motor programme through repeated practice with feedback, until the subroutines link into one plan.
- Storage
- The holding of a motor programme in the long-term memory as a generalised pattern that can be adapted.
- Initiation
- The starting of a stored motor programme, when it is selected for the situation and sent as nerve impulses to the muscles.
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.
The serve is a motor programme made of subroutines run in order: ball toss, take-back, knee bend, leg drive, racket acceleration, contact, wrist snap and follow-through. Because the toss is a variable, the player adapts one general serving programme rather than storing a separate plan for every serve.
The backhand push is created through hundreds of repetitions until the subroutines no longer need conscious thought, then stored in long-term memory. When the ball arrives, the player initiates the stored plan and adapts it to the speed and spin of the incoming ball.
The shoulder pass and the overhead throw share one generalised throwing programme. The performer runs the same structure of subroutines, but adapts the force, the angle and the timing to the distance and to where the receiver is moving.
The triple jump is a highly ordered programme: approach, hop take-off, hop landing, step take-off, step landing, jump take-off, flight and landing. Each subroutine sets up the next, so a sequencing error early in the programme is carried through the whole jump.
Because players cannot see the ball, the throwing programme is initiated almost entirely from sound. The subroutines are practised until automatic so that the player can send nerve impulses to the muscles in the right order at the instant the cue arrives.
Flashcards
Click a card to flip it. Mark honestly — the tracker uses this.
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.
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
Mark scheme — tick each point you actually made
Exam technique for this topic
- When a question asks what a motor programme is, give all four of Cambridge's descriptions if the marks allow: a series of subroutines, a generalised series of movements, a set of nerve impulses to the muscles, and completed in the correct order.
- For a 'describe with examples' question, name the skill and then list its subroutines in sequence. The order is part of the answer, so do not list the subroutines at random.
- Separate the three processes clearly: created by practice, stored in long-term memory as a generalised pattern, initiated when selected and sent as nerve impulses. Keep the three words distinct in your answer.
- Use specific subroutines, not body parts. 'The racket accelerates up and over the ball' scores; 'the arm moves' does not.
- Stick to physical activities from the syllabus Component 2 list, such as tennis, table tennis, netball, cricket, field hockey, competitive swimming, track and field athletics, volleyball and goalball.
Why students lose marks here
Where this fits in AS Level PE 8386
This page is one topic of Cambridge AS Level PE 8386. AS Level PE 8386 is the course home: every area and every topic in Cambridge's own order, the papers you sit and what each one tests, and the exam-practice tools. The full topic list, with each topic linked to its revision page, is on the AS Level PE 8386 syllabus page.