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This lesson covers the basic information processing model as required by AQA GCSE PE specification 3.2.1. Understanding how performers take in information from their environment, make decisions, and produce a physical response is fundamental to sports psychology. This topic is examined through diagram-based questions, short-answer questions, and extended-response questions. You must be able to draw, label, and explain the model, and apply it to sporting situations.
Information processing is the method by which a performer takes in information from the environment, makes sense of it, decides on an appropriate response, and then carries out that response. It can be thought of as a series of stages that happen very quickly — often in fractions of a second.
The basic information processing model has four stages:
Input is the stage at which the performer receives information from the environment through the senses (sight, hearing, touch, proprioception).
Selective attention is the ability to focus on the relevant information while ignoring the irrelevant stimuli.
| Relevant Information (Focus On) | Irrelevant Information (Filter Out) |
|---|---|
| The flight of the ball | Crowd noise |
| The position of the defender | Advertising boards |
| The coach's tactical instruction | The weather (unless directly affecting play) |
| The position of teammates | The scoreboard (in most situations) |
Sporting Example: A goalkeeper facing a penalty must use selective attention to focus on the striker's body position, run-up angle, and the ball, while filtering out the noise of the crowd and the pressure of the situation.
Exam Tip: "Selective attention" is a key term that examiners look for. If you are asked about the input stage, always mention selective attention and explain that it involves filtering relevant from irrelevant information.
Decision making is the stage at which the performer interprets the information that has passed through selective attention and decides what to do. This involves the brain and memory.
The performer compares the current situation with past experiences stored in memory:
Sporting Example: A netball player receives the ball in the centre third. She sees (input) that the goal attack is free in the circle. Her brain compares this with past experience (decision making) and recognises this as a scoring opportunity. She decides to pass to the goal attack.
The quality of decision making depends on:
Output is the physical response — the actual movement carried out by the performer. The brain sends signals through the nervous system to the muscles, which contract to produce the required movement.
Sporting Example: Following the decision to pass, the netball player's brain sends signals to the muscles in her arms, shoulders, and hands, producing a chest pass to the goal attack.
The quality of the output depends on:
Feedback is the information the performer receives about the quality of their response. It can be received during or after the movement and can come from two sources:
| Type | Source | Example |
|---|---|---|
| Intrinsic feedback | From within the performer's own body (how the movement felt) | A golfer knows the shot felt good the moment the club strikes the ball |
| Extrinsic feedback | From an external source (coach, video, crowd, results) | A coach tells the tennis player that her follow-through was too short |
Feedback is essential because it allows the performer to:
Exam Tip: Feedback is sometimes called the "fourth stage" or the "feedback loop" because it feeds back into the input stage — the performer uses the feedback as new information, starting the process again.
You must be able to draw and label this model. The standard version looks like this:
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