The "inner game" approach to skill acquisition and performance as presented by Gallwey was investigated in this study. His ideas were transposed into a working model which, in turn, formed the basis for all hypotheses in this study. Performance on an electronic video game was measured across two levels of "inner game" cueing, three levels of conscious attention blocking, and control, for both novice and advanced skill levels. A total of 120 subjects was utilized (72 male; 48 female). A preliminary test on the experimental apparatus (electronic video game) was used to determine skill level. Subjects were then assigned to groups (N = 10) by random stratification based on sex. / Data in this study suggest that under certain dual processing conditions, learning and performance are facilitated. The cueing method advocated by Gallwey was effective in both the novice (learning) and advanced (performing) groups. However, all aspects of the working model are not supported in this study. Nevertheless, those groups that functioned with a secondary task designd to block conscious attention performed as well as control subjects. / The approach presented by Gallwey, while in need of further exploration, may be considered a viable instructional strategy. The results are discussed in relation to previous findings reported in the motor learning literature. / Source: Dissertation Abstracts International, Volume: 42-08, Section: A, page: 3505. / Thesis (Ph.D.)--The Florida State University, 1981.
Identifer | oai:union.ndltd.org:fsu.edu/oai:fsu.digital.flvc.org:fsu_74589 |
Contributors | AUSTIN, JEFFREY STEWART., Florida State University |
Source Sets | Florida State University |
Detected Language | English |
Type | Text |
Format | 179 p. |
Rights | On campus use only. |
Relation | Dissertation Abstracts International |
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