: Design a “practice” for a Motor Skill you know well. Select a skill that has both Open-Loop and Closed-Loop controlled processes. Select a typical learner you could teach the Motor Skill to, and design a practice which would best promote skill acquisition, incorporating the base concepts examined in this course. Include a “Test” Session as part of the practice design. After describing the basic practice design in the provided table below, answer all of the design rationale questions. Each question will be graded on the provided 4-point rubric.
NAME OF SKILL: Basketball Dribbling
NAME OF SESSION DURATION GOAL OF SESSION INSTRUCTIONS GIVEN
Describe in detail the Motor Skill you are teaching. Describe ALL relevant characteristics of the learner you will be teaching to: (-4 points for not completing)
1.) What would a Generalized Motor Program for performing the skill consist of?
• The GMP for basketball dribbling is flexion and extension of the wrist, repeatedly with control to keep the basketball under the hand. Dribbling slowly helps the learner memorize the moment of bouncing the ball up and down with control. Once the main technique to dribble has been memorized a learner can advance to dribbling the ball; while walking, medial, lateral, posterior, and between the legs.
2.) Is your skill Open or Closed? Discrete, Continuous, or Serial? Explain your rationale.
• Dribbling a ball during basketball practice could be classified as a closed skill because it is being performed in a relatively stable environment. However, when the same skill is performed during a competitive basketball game, the performer is faced with numerous opponents creating an unpredictable, unfamiliar and unstable environment. This same skill of dribbling a ball is now classified as an open skill. This is also a serial discrete skill because it is easily defined of having a beginning and end with bouncing the ball down then it coming back up performing a repetitive discrete skill, creating one larger activity. Separate skills of learning to flex and extend the hand, positioning the hand to always be over the ball for control, as well as position or movement time of the feet.
3.) What aspects of the skill are processed in Closed-Loop Control? Identify the components, and explain your rationale.
• The aspects of the skill that are closed loop is dribbling the ball in an indoor environment. An indoor environment being a place that is considered stable and few outdoor distractions that can impact the performer from completing the task at their fullest potential.
4.) What aspects of the skill are processed in Open-Loop Control? Identify the components, and explain your rationale.
5.) What are two prior Abilities and two Skills which would aid in acquiring and performing your skill? Explain your rationale.
6.) What are 5 sources of stimuli available to the learner at the time of skill performance? Of those 5, which are helpful to the learner, and which are unhelpful? Explain your rationale.
7.) What are 3 factors that influence Reaction Time which will be a major focus of your practice design? Explain your rationale.
8.) Describe two types of stimuli which a learner might have difficulty processing in parallel. How does your practice design help to improve Parallel Processing? Explain your rationale.
9.) What is the appropriate Focus of Attention (Internal or External) for your learner, given the type of skill, and the learner’s ability level? Describe how your instructions reinforce either an Internal or External Focus of Attention, and why you think that Focus of Attention is most appropriate.
10.) What is the optimal Arousal Level for your learner, given the type of skill, and the learner’s ability level? Describe how your instructions reinforce that optimal Arousal Level, and why you think that Arousal Level is most appropriate.
11.) What are 3 Exteroceptive and 3 Proprioceptive Sources of Sensory Information available to the learner in performing the skill?
12.) How can you incorporate the Quiet Eye Effect into your practice design? Explain your rationale.
13.) Apply Fitts’ Law to your skill. Does the Skill involve Speed, Accuracy, or both? How does your practice design improve the Speed and/or Accuracy of the skill?
14.) How does your practice design incorporate a Retention Test? Given the design of the retention test, how will you know that learning has occurred? Explain your rationale.
15.) How does your practice facilitate improvement for each of the 5 Benefits of Practice (Chapter 9)? Explain your rationale.
16.) Describe how your learner will progress through each of Fitts’ AND Bernstein’s Stages of Learning (Chapter 9).
17.) Is Part Practice, Whole Practice, or Progressive Part Practice more appropriate for your chosen skill and learner? Explain your rationale.
18.) How can you incorporate Deci & Ryan’s motivational components into your practice design? Explain your rationale.
19.) How can you incorporate an effective Goal Setting program into your practice design? Explain your rationale.
20.) Describe your Augmented Feedback Plan you will provide to your learner during various practice sessions. What type of feedback will you utilize most? When will you give feedback? Explain your rationale.
21.) How can you incorporate Self-Regulation of Practice into your practice design? Explain your rationale.
22.) How can you incorporate Modeling or Demonstrations into your practice design? Explain your rationale.
23.) How can you incorporate Mental Practice into your practice design? Explain your rationale.
24.) How can you incorporate Blank Trials into your practice design? Explain your rationale.
25.) What type of Practice is most appropriate for this skill: Constant or Variable? Blocked or Random? Explain your rationale.
Reusability of Object Oriented Interfaces in UML Diagrams Disclaimer: This work has been put together by an understudy. This isn’t a case of the work composed by our expert scholastic essayists. You can see tests of our expert work here. Any feelings, discoveries, ends or suggestions communicated in this material are those of the writers and don’t really mirror the perspectives of UK Essays. Distributed: Tue, 02 Jan 2018 I. Presentation As of late, PC programming is the absolute most essential innovation on the planet. Programming designers have constantly endeavored to grow new advances because of the developing significance of PC programming. In these improvements some of them concentrated on an innovation space i.e. question arranged framework/programming . Measurements are hard to gather and may not so much measure the planned quality proportions of programming. Exact approval is must to check the helpfulness of a metric in handy applications. A. Programming Engineering Programming designing began with a modest start and it has gradually appeared. Presently, programming building is the best answer for the product issues. The greater part of the developers/designers see the product building as a building way to deal with build up the product . B. Programming Measurement “In the event that you can’t gauge it’s not Engineering people group” – is a typical statement by the designing network . Estimation is the reason for all science and building. Great estimations are important for fruitful process. Programming estimation is still extensively not exactly ideal regarding estimation strategies and the volume and dependability of distributed information . Programming estimation assumes an imperative job for finding the quality and dependability of programming items. The estimation exercises require proper instruments to figure applicable metric qualities. At present vast number of metric instruments are accessible for programming estimation . The fundamental target of this paper is to discover the reusability of interfaces in question arranged programming. 2. Estimations AND METRICS Estimation is the innovation that enables the product expert to gain obvious ground for enhancing the product related elements. Estimation isn’t just an execution factor that prompts conduct changes yet it is utilized to enhance the variables that are being estimated . It is an unmistakable note that estimation is fundamental for the product improvement procedure to be effective. A. Customary Metrics From 1976 customary measurements have been utilized in programming measures for estimating the product multifaceted nature. These days, countless measurements has been proposed to gauge exertion and quality. Customary measurements are vital to gauge non question arranged projects . Measurements are utilized as a controlling technique being developed and to quantify either the procedure of improvement or different parts of the item . Conventional measurements are utilized to quantify the intricacy of the program and remark level of the program. B. Question Oriented Programming and Metrics Question situated programming is a later and essential quality programming than that of the old-style procedural programming/program . With the across the board protest situated innovation the subject of programming designing has gotten much consideration in the course of the most recent two decades . Question arranged plan and advancement are critical and famous ideas in the present improvement condition. Protest situated plan and advancement requires an alternate way to deal with structure, usage and to the product measurements contrasted with standard arrangement of measurements. Measurements are extremely fundamental and imperative to quantify protest arranged programming . The improvement of programming measurements for question situated innovation/programming has gotten more consideration. An extensive number of measurements have been produced by analysts and various instruments are accessible to help evaluate structure quality and to gather measurements from programming programs, plans, quality and support and so forth . Many question situated measurements proposed in writing study need hypothetical verification and some have not been approved. The measurements that assess the protest situated programming ideas are: strategies, classes, coupling and union. Not very many measurements are displayed for question arranged interfaces. In this paper, an estimation has been proposed to ascertain the reusability of interfaces in protest situated programming. 3. Question ORIENTED INTERFACES The idea of an interface is old. Programming building has been utilizing interfaces for over 25 years. These days interfaces are vigorously utilized in all orders particularly in protest arranged programming . With interface develop, question arranged programming highlights a decent idea with high potential code reusability. Interfaces are utilized to sort out code and give a strong limit between the diverse levels of reflection  . It regards utilize interfaces in huge sort of utilizations since interfaces make the product/program less demanding to broaden, adjust and coordinate new highlights. An interface is a model for class. With the build of an interface java permits an idea of high potential for delivering a reusable code. Interfaces in protest arranged programming simply contain names and marks of strategies and properties, yet no strategy usage. Interfaces are actualized by classes. The legacy chain of command of interfaces is free than that of class legacy tree. In this manner protest situated dialects like java gives higher potential to deliver reusable code than unique classes   . 4. REUSABILITY Reusability is dependably an intriguing theme with sparkling guarantee. Reusable code is a successful mix 2 idea. * Properly characterized interface definitions and * Efficiently characterized class structure and legacy. In this paper, the creators pursued the primary idea of reusability and estimated the metric for interface reusability by giving another recipe. One advantage of characterizing interface is that each class that actualizes an interface must be inline with the interface’s practical prerequisites. Huge measure of code sharing happens inside every execution classes. In view of the class structure planned at the improvement time the usage classes are sorted out as per their interface aggregate sort and legacy permitted to get to basic rationale. Reusability is a vital factor for the product network individuals since it is the capacity to reuse various programming antiquities regarding prerequisites, engineering, plans, cost gauges, structures, source code, information components, interfaces, screens, client manuals, test designs and experiments. Programming reusability is a trial one under the effect of new instruments and programming dialects. The estimation of programming/program and the product advancement process are genuinely necessary for programming experts endeavoring to enhance their product procedure. Reusability of programming increment profitability and quality and decrease the expense . So in this paper, the reusability is estimated for protest situated programming interfaces utilizing the new recipe. 5. BACK GROUND SUPPORT and PROPOSED APPROACH Estimation isn’t only a product action. A decent estimation process is a powerful strategy for exhibiting new instruments and process enhancements. An exact estimation is an essential procedure for all building controls and programming designing isn’t a remarkable one for ascertaining the precise outcomes. There is no noteworthy work on the structure of human PC interfaces. In writing, generally little data has been distributed on measurements. Those measurements would give restricted understanding into the quality and ease of use of the interface . So the proposed methodology is to infer a recipe for ascertaining the reusability of interfaces precisely . More profound an interface in progressive system prompts more noteworthy the reusability of acquired strategies. At the point when the profundity of legacy (DIT) of an interface builds the reusability of an interface additionally increments. So DIT of an interface has positive contact with the reusability of an interface. Reusability of interfaces are figured by the accompanying two different ways: 1. Reusability of interfaces is ascertained by utilizing the recipe: (RI) = Total No. of connections to interfaces – No. of interfaces. RI – Total Reusability of interface graph. 2. The reusability of interfaces in a graph is figured by utilizing the recipe:- Add up to Reusability of a graph: RI = R (I1) + R (I2) +… .R (In); R-Reusability and I1… ..In are Interfaces In each graph the reusability of an interface is figured by utilizing the recipe and all interface reusability must be added to locate the aggregate reusability of interface chart. In both ways i.e. as indicated by recipe 1 and 2 the qualities are equivalent. This is appeared in table 1, 2 and 3. 6. Observational STUDY To approve the equation exactly three question arranged graphs are utilized to compute the qualities for reusability of an interface for each outline. Figure 1 indicates question situated plan graph shapes interfaces. Table 1 demonstrates the estimations of reusability of every interface and aggregate reusability of interfaces utilizing the above recipe. TABLE 1. REUSABILITY OF INTERFACES FOR SHAPES RI = Total Reusability of a graph L-I = Reusability of an interface I=1 since reusability is ascertained for every interface. No. of interfaces = 1. In the above table 1 RI is ascertained by utilizing the equation 1 and 2. TABLE 2. Estimations OF INTERFACE REUSABILITY 7. End Numerous shortsighted measurements don’t catch the significance of whatever it is that it needs to quantify. Numerous designers and programming engineers are encountering the advantages and employments of reusability in finishing of the undertaking with in the time and cost. Numerous other p>