Challenge Point: A Framework for Conceptualizing the Effects of Various Practice Conditions in Motor Learning
2004/06/01 by Mark A. Guadagnoli, Timothy D. Lee · 1,507 citations
Mathematics · Neuroscience · Psychology · #Action Observation and Synchronization #Cognitive psychology #Cognitive science #Computer science #Developmental psychology #Mathematics #Motor Control and Adaptation #Motor learning #Motor skill #Point (geometry) #Psychology #Sport Psychology and Performance #Task (project management)
paper · doi:10.3200/jmbr.36.2.212-224
published in Journal of Motor Behavior 36(2), 212-224 (Taylor & Francis)
openalex publication_date 2004/06/01 · openalex created_date 2025/10/10 · openalex updated_date 2026/08/06
Abstract
The authors describe the effects of practice conditions in motor learning (e.g., contextual interference, knowledge of results) within the constraints of 2 experimental variables: skill level and task difficulty. They use a research framework to conceptualize the interaction of those variables on the basis of concepts from information theory and information processing. The fundamental idea is that motor tasks represent different challenges for performers of different abilities. The authors propose that learning is related to the information arising from performance, which should be optimized along functions relating the difficulty of the task to the skill level of the performer. Specific testable hypotheses arising from the framework are also described.
Citations
Cited by
- Optimized classification of accurate and misarticulated American English rhotic speech sounds for use in gamified real-time ultrasound biofeedback therapy
- ‘To Know That You Are a Link in the Chain’: A Realist Evaluation to Explore How Digital, Intensive, Parent‐Implemented Interventions Work for Children With Speech Sound Disorder, Why, and for Whom
- Feasibility, acceptability and preliminary effectiveness of a gamified physical education intervention on motor competence and emotional intelligence
- Simulating realistic surgeon decisions and actions in immersive medical distance education with XR and AI
- Effects of repeated blocks of split-belt walking on locomotor adaptation, physiological arousal response and cortical activation
- Modeling the Difficulty of Saxophone Music
- Individual and contextual factors influencing children's effort in pediatric rehabilitation interventions
- Modeling Personalized Difficulty of Rehabilitation Exercises Using Causal Trees
- Augmented visual, auditory, haptic, and multimodal feedback in motor learning: A review
- Optimizing performance through intrinsic motivation and attention for learning: The OPTIMAL theory of motor learning
- Active Video Games and Low-Cost Virtual Reality: An Ideal Therapeutic Modality for Children With Physical Disabilities During a Global Pandemic
- Effects of physical guidance on short-term learning of walking on a narrow beam. [europepmc]
- The effect of haptic guidance, aging, and initial skill level on motor learning of a steering task. [europepmc]
- Ankle training with a robotic device improves hemiparetic gait after a stroke. [europepmc]
- Interdisciplinary Comprehensive Arm Rehabilitation Evaluation (ICARE): a randomized controlled trial protocol. [europepmc]
- Design and preliminary evaluation of the FINGER rehabilitation robot: controlling challenge and quantifying finger individuation during musical computer game play. [europepmc]
- The application of precisely controlled functional electrical stimulation to the shoulder, elbow and wrist for upper limb stroke rehabilitation: a feasibility study. [europepmc]
- Ultrasound visual feedback treatment and practice variability for residual speech sound errors. [europepmc]
- Design considerations for a theory-driven exergame-based rehabilitation program to improve walking of persons with stroke. [europepmc]
- Training finger individuation with a mechatronic-virtual reality system leads to improved fine motor control post-stroke. [europepmc]
- Use of Simulation Learning Experiences in Physical Therapy Entry-to-Practice Curricula: A Systematic Review. [europepmc]
- Building a framework for a dual task taxonomy. [europepmc]
- Predicting Motor Sequence Learning in Individuals With Chronic Stroke. [europepmc]
- Robotic Assistance for Training Finger Movement Using a Hebbian Model: A Randomized Controlled Trial. [europepmc]
- Effect of Error Augmentation on Brain Activation and Motor Learning of a Complex Locomotor Task. [europepmc]
- Effectiveness of Virtual Reality in Children With Cerebral Palsy: A Systematic Review and Meta-Analysis of Randomized Controlled Trials. [europepmc]
- Transfer of Training from Virtual to Real Baseball Batting. [europepmc]
- Development of a 3D, networked multi-user virtual reality environment for home therapy after stroke. [europepmc]
- Getting your game on: Using virtual reality to improve real table tennis skills. [europepmc]
- Principles of Neurorehabilitation After Stroke Based on Motor Learning and Brain Plasticity Mechanisms. [europepmc]
- Adaptive conjunctive cognitive training (ACCT) in virtual reality for chronic stroke patients: a randomized controlled pilot trial. [europepmc]
- Repetition Without Repetition: Challenges in Understanding Behavioral Flexibility in Motor Skill. [europepmc]
- Improving social skills in children with ASD using a long-term, in-home social robot. [europepmc]
- Integration of Motor Learning Principles Into Virtual Reality Interventions for Individuals With Cerebral Palsy: Systematic Review. [europepmc]
- Cortical Engagement Metrics During Reactive Balance Are Associated With Distinct Aspects of Balance Behavior in Older Adults. [europepmc]
- The effect of time spent in rehabilitation on activity limitation and impairment after stroke. [europepmc]
Related