How does a performer take in information, decide what to do, carry out the action and use feedback to improve?
The information-processing model (input, decision making, output and feedback), the role of memory, and how a performer uses the process to produce and refine a movement in sport.
A focused CCEA GCSE Physical Education answer on information processing, covering the input, decision-making, output and feedback stages of the model, the role of memory, and how a performer uses the process to produce and refine a movement.
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What this dot point is asking
CCEA wants you to describe the information-processing model: the input, decision-making, output and feedback stages, explain the role of memory, and show how a performer uses the process to produce and refine a movement. This explains what happens in a performer's mind and body between seeing a situation and making the right move.
The information-processing model
The process runs in a loop: feedback from one action feeds back into the input and memory for the next, which is how performers learn and refine skills over time.
| Stage | What happens | Cricket batting example |
|---|---|---|
| Input | Senses gather information | Seeing the ball leave the bowler's hand |
| Decision making | Choose a response from memory | Deciding on a defensive shot |
| Output | Muscles carry out the movement | Playing the shot |
| Feedback | Information about the result | Seeing the outcome and adjusting |
The role of memory
The more a skill is practised, the more strongly it is stored, so the response becomes faster and more automatic. This is why experienced players seem to have "more time": they recognise situations quickly because they have met them before and stored the right response.
Examples in context
Example 1. Why reaction time and processing speed matter. A fast bowler gives a batter very little time, so the batter must complete the whole loop, input, decision, output, in a fraction of a second. Players with quick processing and well-stored responses (from practice) make the right decision faster, linking information processing to the skill-related factor of reaction time.
Example 2. How practice speeds the loop. A beginner footballer must consciously think about each stage when receiving a pass, which is slow. After much practice the response is stored in memory and becomes nearly automatic, so the experienced player processes the same situation far faster and can look up to plan the next move. This shows the model and memory working together as skill develops.
Try this
Q1. Name the four stages of the information-processing model in order. [4 marks]
- Cue. Input, decision making, output, feedback.
Q2. Explain how memory helps a performer make a quick decision. [2 marks]
- Cue. Memory stores past experiences and movement patterns; the performer compares the situation with memory to select a well-practised response quickly.
Exam-style practice questions
Practice questions written in the style of CCEA exam questions on this dot point, with worked answer explainers. The year tag is the paper they imitate, not the source.
CCEA 2023 Paper 24 marksDescribe the four stages of the information-processing model using a sporting example.Show worked answer →
One mark for each stage correctly described and applied.
Input: the performer takes in information from the environment through the senses, for example a batter seeing the ball released by the bowler.
Decision making: the performer selects the correct response from memory based on the input, for example deciding to play a defensive shot.
Output: the chosen response is sent to the muscles and the movement is carried out, for example the batter playing the shot.
Feedback: the performer receives information about the result, from themselves or others, for example seeing where the ball went, and uses it next time.
Markers reward the four stages (input, decision making, output, feedback) each linked to the example.
CCEA 2021 Paper 24 marksExplain the role of memory in information processing and how it helps a games player.Show worked answer →
Up to four marks for the role of memory linked to the player.
Memory stores past experiences and learned movement patterns. During decision making, the performer compares the current situation with information held in memory to choose the right response.
For a games player, memory lets them recognise a situation they have met before, for example a familiar attacking move, and quickly select the correct, well-practised response.
The more a skill is practised, the more strongly it is stored, so the response becomes faster and more automatic.
Markers reward the idea that memory stores past experiences and movement patterns, is used in decision making, and speeds up the selection of well-practised responses.
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