How does a performer take in information and decide on a response?
Information-processing models, the stages of input, decision-making and output, the multi-store memory model, and reaction time including the psychological refractory period.
A focused WJEC A-Level PE answer on information processing, covering input, decision-making and output, selective attention, the multi-store memory model, and reaction time including Hick's law and the psychological refractory period.
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What this dot point is asking
WJEC wants you to describe how a performer processes information using a recognised model (input, decision-making, output, feedback), explain selective attention and the multi-store memory model, and explain reaction time, including factors that affect it and the psychological refractory period.
The information-processing model
Selective attention is crucial: it focuses processing on the important cues (the ball, a free team-mate) and ignores distractions (the crowd), which speeds decision-making and reduces errors. It improves with experience.
The multi-store memory model
Information passes from the sensory store to short-term memory only if it is attended to; it transfers to long-term memory through repetition and rehearsal. Retrieval works the other way: a well-practised skill is recalled from long-term memory into working memory to be executed. Coaches strengthen long-term storage with meaningful, repeated and varied practice.
Reaction time
Reaction time is the time between the onset of a stimulus and the start of the response. Response time is the whole time from stimulus to the completion of the movement (reaction time plus movement time).
- Hick's law: reaction time increases as the number of choices (possible responses) increases. More options mean more to process.
- Psychological refractory period (PRP): if a second stimulus arrives before the response to the first is finished, the second response is delayed, because only one stimulus is processed at a time. A dummy or feint exploits this, triggering the opponent's response to a fake before the real action.
Examples in context
Example 1. The experienced goalkeeper. A skilled keeper reads the striker's body shape and the ball's flight (selective attention) and recalls the right diving motor programme from long-term memory, saving the penalty despite the short time available. This shows experience improves both attention and retrieval.
Example 2. Reducing choices to speed reactions. A boxing coach drills a small set of standard responses so the fighter has fewer options to process under pressure, lowering reaction time in line with Hick's law. WJEC uses this to show theory shaping practice.
Try this
Q1. Name the four stages of a typical information-processing model. [2 marks]
- Cue. Input, decision-making, output, and feedback.
Q2. Explain the role of selective attention in performing an open skill. [2 marks]
- Cue. It filters the relevant cues (ball, team-mates) from irrelevant ones (crowd), speeding decision-making and reducing errors.
Q3. State Hick's law and give a sporting implication. [2 marks]
- Cue. Reaction time increases as the number of choices increases; presenting an opponent with more options (or reducing your own) affects reaction speed, so coaches limit a performer's options under pressure.
Exam-style practice questions
Practice questions written in the style of WJEC exam questions on this dot point, with worked answer explainers. The year tag is the paper they imitate, not the source.
WJEC 20195 marksUsing an information-processing model, describe the stages a netball player goes through when receiving and then passing the ball.Show worked answer →
Input: the player uses their senses (mainly vision) to gather information about the ball, team-mates and opponents. Selective attention filters the relevant cues (the position of a free team-mate) from the irrelevant ones (the crowd).
Decision-making: the player uses perception and memory to interpret the situation and select the correct response, retrieving the right pass from the long-term memory.
Output: the motor programme is sent to the muscles, which execute the chosen pass.
Feedback: information about the success of the pass (from the result and from proprioception) returns to the player and is used to adjust future responses.
Markers reward the input (senses and selective attention), decision-making (perception and memory), output (motor programme to muscles), and feedback closing the loop.
WJEC 20214 marksExplain what is meant by the psychological refractory period and how a performer can use it to gain an advantage.Show worked answer →
Reaction time is the time between the onset of a stimulus and the start of the response. When a second stimulus arrives before the response to the first is complete, the response to the second is delayed because only one stimulus can be processed at a time. This delay is the psychological refractory period (PRP).
A performer can exploit it by using a dummy or fake: the first movement triggers the opponent to start responding, and the real movement (the second stimulus) then arrives during the refractory period, so the opponent is slow to react.
Markers reward a correct definition of the PRP (the delay from a second stimulus arriving before the first response finishes) and a valid sporting use such as a dummy or feint.
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