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    General information processing model, to include: — AQA A-Level Physical Education

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    The general information processing model describes how performers take in, interpret, decide on and output information during physical activity. It comprises input, decision making (including stimulus identification, response selection and response programming) and output, with feedback loops refining future responses.

    General information processing model, to include: explained

    General information processing model, to include: covers 13 specification points, including Input.

    Read the full explanation

    and Senses.. Open a point below for its explanation and revision guidance.

    Input.

    Input is the first stage of the general information processing model in A-level Physical Education. It refers to the information a performer receives from the environment through the senses before it is interpreted and acted upon. Input can come from external sources, such as seeing a ball or hearing a whistle, or from internal sources, such as proprioception detecting limb position. The quality of input depends on attention and the sensitivity of the sensory systems. For example, a cricket batter must detect the ball's speed, direction and spin as input before selecting a shot. Without effective input, later stages of decision making and output are compromised. Students should understand that input is not the same as perception; it is the raw data collected by the senses.

    Senses.

    Senses are the physiological systems that detect input from the environment and the body. In the general information processing model, the senses provide the raw data for the input stage. Key senses in physical education include vision, audition, touch, proprioception, balance and kinaesthesis. Vision detects light and movement, audition detects sound, touch detects pressure and temperature, proprioception detects body and limb position, balance detects head orientation, and kinaesthesis detects movement and effort. For example, a gymnast uses vision to see the beam, proprioception to know leg position, and balance to maintain equilibrium. Students should understand that senses are the detection mechanisms, not the interpretation of information.

    Receptors.

    Receptors are the sensory structures that detect a stimulus and convert it into electrical impulses travelling along sensory neurones towards the central nervous system. In the general information processing model they form the input stage: stimulus, receptor detection, sensory transmission, central decision-making, then output via the effector. Different receptors are tuned to different stimuli, for example muscle spindles detect stretch, joint receptors detect joint position and movement, and skin receptors detect touch, pressure and temperature. A performer catching a ball relies on visual receptors detecting the ball and proprioceptors reporting arm position, so the CNS can select and execute the correct response.

    Proprioception.

    Proprioception is the sense of the position, movement and orientation of body parts, generated by receptors in muscles, tendons and joints and carried to the central nervous system. It supplies continuous feedback within the general information processing model, allowing the performer to monitor and adjust movement without watching every limb. A gymnast holding a handstand uses proprioceptive information from the shoulders, trunk and wrists to keep the body aligned; a cricketer feels the bat position while driving. Proprioceptive feedback supports balance, coordination, timing and correction of technique, and it works alongside visual and vestibular information to refine skilled performance.

    Perception.

    Perception is the stage of the general information processing model in which the brain interprets the sensory information it has received, giving it meaning before a decision is made. In AQA A-Level Physical Education, perception sits between input and decision making, so a performer first detects a stimulus such as a ball leaving a server's hand, then interprets what that stimulus means. Interpretation depends on the senses, attention and prior experience: an experienced tennis player reads the server's toss and racket path and perceives an attacking serve, whereas a novice may perceive only a moving ball. Perception is therefore selective and can be improved through practice and cue recognition.

    DCR process

    The DCR process stands for Detection, Comparison, and Recognition, key elements of perception within the general information processing model. Detection is registering sensory stimuli from the environment, such as seeing a ball in flight. Comparison involves matching this incoming sensory information with stored memories of previous experiences. Recognition occurs when the stimulus is identified and understood, allowing the performer to make an appropriate decision. For example, a tennis player detects the spin on an opponent's serve, compares it to past serves stored in long-term memory, and recognises it as a topspin serve. This perceptual process must occur before decision making and response execution.

    Selective attention.

    Selective attention is the process by which a performer filters the vast amount of sensory information available and attends only to the cues most relevant to the task. Within the general information processing model, it sits at the input stage: the senses detect stimuli, but selective attention decides which of those stimuli are passed on for further processing. For example, a netball centre preparing to pass scans several teammates, the ball, opponents and the umpire, yet focuses on the teammate in the best scoring position while blocking out crowd noise. Effective selective attention improves decision quality and reaction time because the limited processing capacity is not overloaded. It can be trained through practice in realistic, distracting conditions and through cue recognition drills.

    Decision making.

    Decision making is the central processing stage of the general information processing model in which the performer interprets the attended information, compares it with stored memories and selects an appropriate response. After selective attention has filtered the input, the brain retrieves relevant past experiences and chooses the motor programme most likely to succeed. For example, a hockey player receiving the ball on the edge of the circle decides whether to shoot, pass or dribble based on the positions of teammates and defenders. Faster and more accurate decision making develops through practice, exposure to game situations and feedback, which build a richer store of relevant memories to draw upon.

    Short and long term memory

    Short-term memory (STM) is a limited-capacity, limited-duration store that holds information currently being attended to, whereas long-term memory (LTM) is a potentially unlimited store holding information for long periods. In the general information processing model, sensory input enters STM, where it can be maintained by rehearsal; rehearsal and meaningful encoding transfer information into LTM, and retrieval brings it back into STM for use. For example, a gymnast rehearses a vault sequence in STM before it becomes an automatic LTM routine. Capacity and duration differ: STM holds a small number of items briefly, while LTM can retain vast amounts of motor and declarative knowledge. Understanding this distinction helps explain why skills need repeated practice to become permanent.

    Baddeley and Hitch, working memory model memory system.

    Baddeley and Hitch proposed the working memory model as a system for temporarily holding and manipulating information during cognitive tasks. It contains a central executive that controls attention and coordinates three slave systems: the phonological loop, which holds verbal and acoustic information; the visuospatial sketchpad, which holds visual and spatial information; and the episodic buffer, which integrates information from the other components and links it to long-term memory. In sport, a footballer may use the phonological loop to remember a coach's verbal instruction, the visuospatial sketchpad to track player positions, and the central executive to decide the next pass. The model explains how several pieces of information can be processed at once during performance.

    Functions and characteristics of components of working memory model.

    Baddeley and Hitch's working memory model replaces a single short-term store with active components. The central executive is a limited-capacity attentional controller that allocates resources, switches between tasks and coordinates the phonological loop and visuo-spatial sketchpad. The phonological loop holds verbal-acoustic information briefly; its phonological store decays in about two seconds unless rehearsal refreshes it. The visuo-spatial sketchpad holds visual and spatial information, such as a mental image of a route. The episodic buffer integrates information from the loop, sketchpad and long-term memory into a single multi-modal episode. Each component has limited capacity and duration, and dual-task studies show interference when two tasks use the same component.

    Output.

    Output is the observable response produced after information has been sensed, attended to, encoded, stored and retrieved. In a general information processing model, output follows decision-making and effector selection. It can be a motor action, such as a badminton serve, or a verbal or written response. Output provides feedback: intrinsic feedback arises from the movement itself, while extrinsic feedback comes from an external source such as a coach. This feedback can re-enter the system as new input, allowing error correction and learning. Output is therefore both the end of one processing cycle and the start of the next.

    Feedback.

    Feedback is information a performer receives about their movement, and it closes the loop in an information processing model. Intrinsic feedback comes from the performer's own senses, such as feeling the ball leave the hand correctly in a basketball pass. Extrinsic feedback comes from an outside source, such as a coach saying the elbow was too low. Feedback can also be concurrent, arriving during the action, or terminal, arriving after it. Knowledge of results tells the performer the outcome, for example that the shot missed; knowledge of performance describes the movement itself, for example that the follow-through was short. In an MCQ you must match the example to the correct feedback type, so identify the source and the timing before choosing.

    Your focus

    1. Define input as the first stage of the general information processing model.
    2. Identify examples of external and internal sources of input in sport.
    3. Explain how input differs from perception and decision making.
    Show all 39 objectives
    1. Name the key senses used in physical activity.
    2. Describe the type of information each sense detects.
    3. Explain how senses contribute to the input stage of the information processing model.
    4. State that receptors detect stimuli and convert them into nerve impulses.
    5. Describe the position of receptors within the general information processing model as the input stage.
    6. Relate specific receptors, such as muscle spindles and skin receptors, to the stimuli they detect in a sporting example.
    7. Define proprioception as the sense of position, movement and orientation of body parts.
    8. Explain how proprioceptive feedback from muscles, tendons and joints supports movement correction.
    9. Apply proprioception to a sporting example where balance, coordination or technique is adjusted.
    10. Define perception as the interpretation of sensory information within the general information processing model.
    11. Describe the position of perception between input and decision making.
    12. Explain how attention, experience and practice influence what a performer perceives.
    13. Identify the three stages of the DCR process as Detection, Comparison, and Recognition.
    14. Explain the function of each stage within the perception phase of the information processing model.
    15. Apply the DCR process to a sporting example showing how a performer identifies a stimulus.
    16. Define selective attention within the general information processing model.
    17. Explain how selective attention filters relevant from irrelevant cues at the input stage.
    18. Apply selective attention to a sporting example and describe its effect on performance.
    19. Define decision making within the general information processing model.
    20. Explain how stored memories and attended information combine to select a response.
    21. Apply decision making to a sporting example and explain how practice improves it.
    22. Distinguish short-term memory from long-term memory in terms of capacity and duration.
    23. Describe how information moves from sensory input through STM to LTM and back again.
    24. Apply the STM–LTM distinction to a practical sporting example.
    25. Name the components of the Baddeley and Hitch working memory model.
    26. Explain the function of the central executive and each slave system.
    27. Apply the working memory model to a sporting performance situation.
    28. Identify the central executive, phonological loop, visuo-spatial sketchpad and episodic buffer.
    29. Describe the function and capacity characteristics of each component.
    30. Explain how dual-task interference supports the separation of components.
    31. Define output as the observable response produced after information processing.
    32. Distinguish output from input and from feedback.
    33. Explain how feedback from output can re-enter the system as new input.
    34. Distinguish intrinsic feedback from extrinsic feedback using sporting examples.
    35. Classify feedback as concurrent or terminal according to when it is received.
    36. Differentiate knowledge of results from knowledge of performance in a given scenario.

    Which command word is this?

    Give a detailed account of the stages of the model, including the sequence and key features. No justification or evaluation required.

    General information processing model, to include: exam tips

    Topic Overview

    The general information processing model is a fundamental concept in skill acquisition, explaining how performers process information to make decisions and produce movements. It is central to understanding how skills are learned and executed in physical education and sports performance.

    This topic is essential for analysing performance, coaching, and improving decision-making under pressure. It underpins many other areas of A-Level Physical Education, including memory, feedback, and motor programmes, and is frequently examined in both short-answer and extended-response questions.

    Key Concepts
    • →The model consists of input, decision making (stimulus identification, response selection, response programming), output, and feedback.
    • →Input is the detection of stimuli through the senses (exteroceptors and interoceptors).
    • →Decision making involves three sequential stages: identifying the stimulus, selecting a response, and programming the movement.
    • →Output is the execution of the motor programme, resulting in observable movement.
    • →Feedback can be intrinsic or extrinsic, and concurrent or terminal, and is used to refine future performance.
    Marking Points
    • Input is the first stage of the general information processing model.
    • Input is information received by the performer from the environment.
    • Input is gathered through the senses, including vision, audition, touch, proprioception and balance.
    • Input can be external, such as a ball or an opponent, or internal, such as muscle position.
    • Input provides the raw data that is later interpreted during perception and decision making.
    • Effective input depends on attention and the sensitivity of the relevant sensory receptors.
    • Senses are the systems that detect information from the environment and the body.
    • Senses provide the raw data for the input stage of the information processing model.
    • Key senses include vision, audition, touch, proprioception, balance and kinaesthesis.
    • Vision detects light, colour and movement; audition detects sound; touch detects pressure and temperature.
    • Proprioception detects body and limb position; balance detects head orientation; kinaesthesis detects movement and effort.
    • Different sports rely on different senses; for example, a footballer uses vision and proprioception.
    • Receptors detect a stimulus and convert it into a nerve impulse, forming the input stage of the general information processing model.
    • Sensory neurones carry impulses from receptors to the central nervous system for interpretation and decision-making.
    • Different receptors are specialised for different stimuli, such as muscle spindles for stretch and skin receptors for touch, pressure and temperature.
    • Receptor information is integrated with proprioceptive feedback so the CNS can select and execute an appropriate motor response.
    • Accurate receptor function underpins skilled movement; impaired or delayed detection reduces the quality and timing of the response.
    • Proprioception is the sense of position, movement and orientation of body parts.
    • It arises from receptors in muscles, tendons and joints, such as muscle spindles and joint receptors.
    • Proprioceptive information travels to the central nervous system and provides feedback within the general information processing model.
    • This feedback allows the performer to monitor, adjust and correct movement without relying solely on vision.
    • Proprioception supports balance, coordination, timing and technique refinement in skilled performance.
    • Perception is the interpretation of sensory information, giving detected stimuli meaning.
    • It follows the input stage and precedes decision making in the general information processing model.
    • Perception depends on the senses, attention and prior experience or stored memory.
    • Selective attention allows a performer to focus on relevant cues and ignore irrelevant ones.
    • Improved perception develops through practice, exposure to game situations and cue recognition.
    • A sporting example: reading a server's toss and racket path to perceive an attacking serve.
    • DCR stands for Detection, Comparison, and Recognition.
    • It is a perceptual process within the general information processing model.
    • Detection involves picking up relevant sensory information or cues from the environment.
    • Comparison involves matching the detected information with past experiences stored in long-term memory.
    • Recognition is the identification of the stimulus, allowing the performer to understand what is happening.
    • A sporting example: detecting a ball's flight path, comparing it to previous catches, and recognising it as a fast, dipping throw.
    • Selective attention filters sensory input so only relevant cues are processed further.
    • It occurs at the input stage of the general information processing model.
    • It prevents information overload of the limited-capacity central processing system.
    • Relevant cues are prioritised while irrelevant stimuli are ignored or blocked out.
    • Improved selective attention can speed up and improve the quality of decision making.
    • It can be developed through realistic practice and cue-recognition drills.
    • Decision making is the central processing stage of the general information processing model.
    • It involves interpreting attended information and comparing it with stored memories.
    • The performer selects the most appropriate response or motor programme.
    • Decision making depends on the quality of information passed from selective attention.
    • It can be improved through practice, game-related experience and feedback.
    • Effective decision making leads to more appropriate and successful responses.
    • STM has limited capacity and limited duration, whereas LTM has potentially unlimited capacity and long duration.
    • Information enters STM from sensory input and can be maintained by rehearsal.
    • Rehearsal and encoding transfer information from STM into LTM.
    • Retrieval brings stored information from LTM back into STM for use in performance.
    • In physical activity, repeated practice moves a skill from conscious STM control towards automatic LTM storage.
    • The working memory model was proposed by Baddeley and Hitch.
    • The central executive controls attention and coordinates the slave systems.
    • The phonological loop processes verbal and acoustic information.
    • The visuospatial sketchpad processes visual and spatial information.
    • The episodic buffer integrates information across components and links it to long-term memory.
    • The model explains simultaneous temporary storage and manipulation of information during tasks.
    • The central executive is a limited-capacity attentional controller that allocates resources and coordinates the phonological loop and visuo-spatial sketchpad.
    • The phonological loop holds verbal-acoustic information briefly and relies on rehearsal to refresh decaying traces.
    • The visuo-spatial sketchpad holds visual and spatial information, such as mental images and locations.
    • The episodic buffer integrates information from the loop, sketchpad and long-term memory into a multi-modal episode.
    • Each component has limited capacity and duration, and dual-task interference occurs when two tasks use the same component.
    • Output is the observable response produced after sensing, attention, encoding, storage, retrieval and decision-making.
    • Output can be a motor action, such as a badminton serve, or a verbal or written response.
    • Output provides intrinsic feedback from the movement itself and extrinsic feedback from an external source such as a coach.
    • Feedback from output can re-enter the system as new input, allowing error correction and learning.
    • Output is both the end of one processing cycle and the start of the next.
    • Feedback is information received by the performer about the execution or outcome of a movement.
    • Intrinsic feedback arises from the performer's own senses and proprioception during or after the action.
    • Extrinsic feedback comes from an external source such as a coach, teacher, teammate or video replay.
    • Concurrent feedback is received during the performance of the skill, while terminal feedback is received after it.
    • Knowledge of results concerns the outcome of the action, such as whether a shot scored.
    • Knowledge of performance concerns the quality or technique of the movement itself, such as body position.
    Examiner Tips
    • 💡Link input to a specific sporting example, such as a tennis player seeing the ball and feeling the racket grip.
    • 💡Use correct terminology: state that input is detected by sensory receptors and transmitted to the central nervous system.
    • 💡When answering multiple-choice questions, eliminate options that describe later stages such as decision making or output.
    • 💡Name the specific sense and the type of information it detects when giving examples.
    • 💡Relate senses to a sporting action, such as a badminton player using vision to track the shuttle and proprioception to control the racket.
    • 💡In multiple-choice questions, check whether the option describes a sense or a later processing stage.
    • 💡Link each receptor to its specific stimulus and to the stage of the information processing model it serves.
    • 💡Use a sporting example, such as visual receptors tracking a ball, to show how input leads to a selected response.
    • 💡Check the direction of the pathway: stimulus, receptor, sensory neurone, CNS, motor neurone, effector.
    • 💡Avoid vague wording such as 'the body senses'; name the receptor type and the stimulus it detects.
    • 💡Define proprioception precisely as the sense of body position and movement before giving an example.
    • 💡Use a skill where vision is restricted, such as a handstand or a rugby pass under pressure, to show its value.
    • 💡Link proprioceptive feedback to the feedback and correction stages of the information processing model.
    • 💡Name the receptor sources, such as muscle spindles and joint receptors, rather than saying 'the body just knows'.
    • 💡Link perception explicitly to the model by naming the stage before it (input) and the stage after it (decision making).
    • 💡Use a named sporting example and state what the performer perceives, not just that they see something.
    • 💡When asked to improve perception, refer to practice, selective attention and cue recognition rather than only fitness training.
    • 💡Clearly state what each letter of DCR stands for: Detection, Comparison, Recognition.
    • 💡Use a specific sporting example to illustrate each of the three stages in sequence.
    • 💡Emphasise that DCR is the perceptual part of information processing that precedes decision making.
    • 💡Link selective attention explicitly to the input stage of the model so the examiner sees correct placement.
    • 💡Use a named sporting example to show which cues are attended to and which are ignored.
    • 💡Explain the consequence of selective attention for processing capacity, such as avoiding overload and speeding up response.
    • 💡Distinguish selective attention from decision making in one clear sentence to avoid confusion in multiple-choice options.
    • 💡State clearly that decision making occurs in the central processing stage of the model.
    • 💡Use a specific sporting scenario to show the options considered and the response selected.
    • 💡Explain the role of memory and past experience in choosing the response.
    • 💡Link improved decision making to practice and feedback to show understanding of how it develops.
    • 💡Read the question carefully to identify whether it asks about capacity, duration, transfer or retrieval before choosing an option.
    • 💡Eliminate options that describe LTM as limited or STM as permanent, because these reverse the key features.
    • 💡Link each option to a sporting example, such as a tennis serve becoming automatic after many repetitions, to check it makes sense.
    • 💡Match each component to its function before selecting an option, especially central executive versus slave systems.
    • 💡Reject options that give a slave system a function belonging to another component.
    • 💡Use a sporting scenario to test each option, such as remembering a verbal cue while tracking opponents.
    • 💡Match each component to its function and capacity limit before choosing an option.
    • 💡Use dual-task interference to distinguish components: two verbal tasks compete for the phonological loop, while a verbal and a spatial task can run together.
    • 💡Check whether an option describes storage or control; the central executive controls rather than stores.
    • 💡Trace the sequence input, decision-making, output, feedback before selecting an option.
    • 💡Check whether an option describes a response produced after processing rather than information detected by the senses.
    • 💡Use a concrete example such as a badminton serve to test whether an option is output.
    • 💡Underline the source of the feedback in the question stem: if it is the performer's own senses, choose intrinsic; if it is another person or device, choose extrinsic.
    • 💡Check the timing words: during the action points to concurrent feedback, after the action points to terminal feedback.
    • 💡For knowledge of results versus knowledge of performance, ask whether the statement describes the outcome or the technique, then select accordingly.
    • 💡Always use sporting examples to illustrate each stage of the model; this demonstrates application and secures application marks.
    • 💡Clearly distinguish between the three components of decision making and use correct terminology such as 'stimulus identification', 'response selection', and 'response programming'.
    • 💡When discussing feedback, specify the type (intrinsic/extrinsic, concurrent/terminal) and explain its role in improving performance, not just that it exists.
    Common Mistakes
    • Confusing input with perception: input is the raw sensory data, while perception is the interpretation of that data.
    • Thinking input only comes from external sources: internal sources such as proprioception also provide input.
    • Believing input is the same as decision making: decision making occurs after input has been processed.
    • Assuming input is always accurate: it can be limited by attention, sensory acuity or environmental conditions.
    • Confusing senses with perception: senses detect stimuli, while perception interprets them.
    • Thinking only vision and hearing are important in sport: proprioception, balance and kinaesthesis are also crucial.
    • Believing senses work in isolation: they often work together to provide comprehensive input.
    • Assuming all senses are equally important in every sport: the dominant senses vary by activity.
    • Thinking receptors produce movement: receptors only detect stimuli and send impulses; the effector muscles produce the movement.
    • Confusing receptors with effectors: receptors are at the input end of the model, whereas effectors act at the output end.
    • Assuming one receptor detects all stimuli: receptors are specialised, so muscle spindles detect stretch while skin receptors detect touch and temperature.
    • Believing the brain detects the stimulus directly: detection happens at the receptor, and the impulse is then transmitted to the CNS.
    • Treating proprioception as the same as balance: balance also depends on vestibular and visual information, while proprioception concerns body position and movement.
    • Thinking proprioception only matters in static positions: it also reports movement and is vital during dynamic skills.
    • Assuming proprioception replaces vision: it complements visual information and is especially useful when vision is limited.
    • Believing proprioception is conscious awareness of every joint angle: much of it operates below conscious attention to guide automatic movement.
    • Confusing perception with detection: detection is the sense organs receiving a stimulus, whereas perception is the brain interpreting that stimulus and giving it meaning.
    • Treating perception as identical to decision making: perception interprets the stimulus, while decision making selects the response.
    • Assuming perception is purely physical: it also relies on attention, memory and experience, so two performers can perceive the same stimulus differently.
    • Believing perception cannot be trained: repeated practice and cue exposure improve a performer's ability to read relevant information.
    • Defining DCR incorrectly: confusing it with Decision making, Response, and Feedback, whereas it actually stands for Detection, Comparison, and Recognition.
    • Placing DCR at the wrong stage of information processing: DCR is part of perception (stimulus identification), which happens before decision making and response execution.
    • Failing to link comparison to memory: comparison specifically involves matching incoming stimuli with past experiences stored in long-term memory.
    • Thinking selective attention means taking in all available information: it actually filters out irrelevant stimuli so only relevant cues are attended to.
    • Confusing selective attention with decision making: selective attention operates at the input stage, whereas decision making occurs in the central processing stage.
    • Believing selective attention is fixed and cannot improve: it can be trained through practice in distracting, game-realistic conditions.
    • Assuming selective attention only matters in individual sports: it is equally important in team games where many cues compete for attention.
    • Placing decision making at the input stage: it belongs to the central processing stage, after selective attention has filtered the input.
    • Confusing decision making with the output stage: the output is the actual movement executed, not the choice of response.
    • Believing decision making relies only on the current situation: stored memories and past experiences are also retrieved and compared.
    • Assuming decision making cannot be improved: practice, game experience and feedback develop faster and more accurate decisions.
    • Misunderstanding: STM and LTM are the same store with different names. Correction: they are separate stores with different capacity and duration.
    • Misunderstanding: information passes directly from the environment into LTM. Correction: sensory input first enters STM, and rehearsal or encoding is needed for transfer to LTM.
    • Misunderstanding: LTM is only for facts and never for movement skills. Correction: LTM stores motor programmes and procedural skills as well as declarative knowledge.
    • Misunderstanding: rehearsal is only repeating words silently. Correction: rehearsal can be physical practice or mental rehearsal that strengthens the memory trace.
    • Misunderstanding: the central executive stores information itself. Correction: it controls attention and coordinates the slave systems rather than acting as a store.
    • Misunderstanding: the phonological loop handles visual information. Correction: it handles verbal and acoustic information, while the visuospatial sketchpad handles visual and spatial information.
    • Misunderstanding: the episodic buffer is the same as long-term memory. Correction: it is a temporary store that integrates information and links it to long-term memory.
    • Misunderstanding: working memory is the same as short-term memory. Correction: working memory includes active manipulation and coordination, not just passive storage.
    • Treating working memory as one single short-term store; correction: it is a multi-component system with separate limited-capacity stores.
    • Assuming the central executive stores information; correction: it is an attentional controller that allocates resources and coordinates the other components.
    • Believing the phonological loop holds visual images; correction: it holds verbal-acoustic information, while the visuo-spatial sketchpad handles visual and spatial information.
    • Ignoring the episodic buffer; correction: it integrates information from the loop, sketchpad and long-term memory into a multi-modal episode.
    • Confusing output with input; correction: input is information detected by the senses, while output is the response produced after processing.
    • Thinking output is only a motor action; correction: it can also be a verbal or written response.
    • Believing feedback is separate from output; correction: output generates intrinsic and extrinsic feedback that can re-enter the system as new input.
    • Confusing intrinsic feedback with extrinsic feedback: intrinsic comes from the performer's own senses, whereas extrinsic comes from an outside source such as a coach.
    • Treating all feedback as terminal: concurrent feedback occurs during the action, so a coach shouting mid-swing is concurrent, not terminal.
    • Mixing up knowledge of results with knowledge of performance: results describe the outcome, while performance describes how the movement was executed.
    • Assuming feedback must be verbal: extrinsic feedback can be visual, such as a video replay, or kinaesthetic, such as a coach guiding a limb.
    • Students often think the model is linear and ends at output; in fact, feedback loops back to earlier stages to inform future decisions and actions.
    • Many believe decision making is a single step; it actually comprises three distinct sub-processes: stimulus identification, response selection, and response programming.
    • Some confuse input with perception; input is the raw sensory data, while perception involves interpretation, which occurs during stimulus identification.
    Revision Plan
    1. 1Day 1-2: Learn the definitions and sequence of each stage of the model, creating a flowchart with sporting examples.
    2. 2Day 3-4: Focus on decision making sub-components; practice applying them to different sports and create flashcards for each term.
    3. 3Day 5-6: Study feedback types and their role; find real-life examples from elite sport and explain how feedback improves performance.
    4. 4Day 7-8: Complete past paper questions on the topic, marking your answers against the mark scheme and noting key terms.
    5. 5Day 9-10: Review weak areas, create mind maps linking this model to other topics like memory and motor programmes, and test yourself with active recall.
    Exam Question Types
    • 📋Short-answer questions (2-4 marks) asking students to name and describe stages of the model or define components of decision making.
    • 📋Application questions (4-6 marks) requiring students to apply the model to a specific sporting scenario, often with a diagram or description.
    • 📋Extended-response questions (8-10 marks) evaluating the importance of information processing in skill acquisition or comparing models.
    • 📋Data analysis questions where students interpret a diagram of the model and explain the flow of information.
    Command Word Expectations (AQA)
    Describe

    Give a detailed account of the stages of the model, including the sequence and key features. No justification or evaluation required.

    Explain

    Make clear how or why something happens, often with reference to a sporting example. Show cause and effect between stages.

    Evaluate

    Make a judgement about the importance or effectiveness of the model, supported by evidence and considering different perspectives. Typically for 8+ mark questions.

    How Students Lose Marks (Examiner Pitfalls)
    Pitfall: Students often confuse the stages of the basic information processing model with the detailed components of the Whiting's model or fail to correctly sequence them.
    ❌ Weak Answer (Loses Marks):The information processing model is input, output, and feedback. You see the ball, hit it, and then learn from it.
    Example improved answer:The general information processing model consists of three core stages: input (detection of stimuli via the senses), decision making (which involves stimulus identification, response selection, and response programming), and output (the muscular action). Feedback is then received to refine future responses. For example, a batsman in cricket detects the ball (input), identifies it as a yorker (stimulus identification), selects a defensive shot (response selection), programs the movement (response programming), and executes the shot (output).
    Examiner Tip: Always name and define each stage in order, and use a sporting example to illustrate the flow from input to output. Remember that decision making has three sub-components: stimulus identification, response selection, and response programming.
    Pitfall: Students often omit the role of feedback or incorrectly state that feedback only occurs after output, ignoring its role in ongoing movement correction.
    ❌ Weak Answer (Loses Marks):Feedback happens after you perform a skill and tells you if you did it right or wrong.
    Example improved answer:Feedback is an essential component of the information processing model. It can be intrinsic (from proprioceptors) or extrinsic (from the environment or coach). Feedback occurs not only after the output but also during the movement (concurrent feedback) to allow adjustments. It informs the performer about the accuracy of the response and helps refine future decisions and actions. For example, a gymnast uses intrinsic feedback during a routine to adjust balance and extrinsic feedback from a coach after landing to improve technique.
    Examiner Tip: Distinguish between concurrent and terminal feedback, and between intrinsic and extrinsic feedback. Explain how feedback loops back to the input and decision-making stages to improve performance.
    Step-by-Step Worked Solutions

    Question: Describe the general information processing model and explain how it applies to a tennis player returning a serve. (6 marks)

    1. 1.Step 1: Identify the three main stages: input, decision making, output, and the role of feedback.
    2. 2.Step 2: Apply each stage to the tennis return: input (watching the ball and opponent), decision making (identifying the type of serve, selecting the return shot, programming the movement), output (executing the return).
    3. 3.Step 3: Explain how feedback (intrinsic and extrinsic) helps the player adjust for subsequent points.
    Final Answer: The general information processing model consists of input, decision making (stimulus identification, response selection, response programming), output, and feedback. In tennis, the player detects the serve (input), identifies it as a slice serve (stimulus identification), selects a cross-court return (response selection), programs the swing (response programming), and executes the shot (output). Feedback from the outcome and coach helps refine future returns.

    Question: Explain the role of the three components of decision making in the information processing model, using a sporting example. (4 marks)

    1. 1.Step 1: Define stimulus identification: recognising and interpreting the incoming stimulus.
    2. 2.Step 2: Define response selection: choosing the appropriate response from memory.
    3. 3.Step 3: Define response programming: organising the motor programme to execute the response.
    4. 4.Step 4: Apply to a sporting example, e.g., a footballer passing: seeing a teammate (stimulus identification), deciding to pass (response selection), and executing the pass (response programming).
    Final Answer: Decision making comprises stimulus identification (interpreting the stimulus), response selection (choosing the best response), and response programming (organising the movement). For example, a footballer sees a teammate in space (stimulus identification), decides to play a through ball (response selection), and then coordinates the pass (response programming).
    Active Recall Memory Test
    What are the three main stages of the general information processing model?
    Key Fact: Input, decision making, and output (with feedback).
    What are the three components of decision making in the information processing model?
    Key Fact: Stimulus identification, response selection, and response programming.
    What is the difference between concurrent and terminal feedback?
    Key Fact: Concurrent feedback occurs during the movement, while terminal feedback occurs after the movement is completed.
    Give an example of intrinsic feedback in sport.
    Key Fact: A footballer feeling the contact of the ball on their foot when passing.
    Frequently Asked Questions
    What is the general information processing model in PE?
    The general information processing model explains how performers take in information, make decisions, and produce movements. It consists of input, decision making (stimulus identification, response selection, response programming), output, and feedback. It is a key concept in skill acquisition and is used to analyse and improve sports performance.
    How does the information processing model apply to sports performance?
    In sports, the model helps explain how athletes detect relevant cues (input), decide on the best action (decision making), and execute skills (output). For example, a tennis player sees the ball (input), decides where to hit it (decision making), and plays the shot (output). Feedback then helps them adjust for next time. Understanding this model can improve coaching and training by targeting specific stages.
    What are the three stages of decision making in the information processing model?
    The three stages are stimulus identification (recognising and interpreting the stimulus), response selection (choosing the appropriate response from memory), and response programming (organising the motor programme to execute the response). These stages occur rapidly and often subconsciously in skilled performers.
    Why is feedback important in the information processing model?
    Feedback is crucial because it provides information about the outcome of the movement and helps refine future responses. It can be intrinsic (from within the body) or extrinsic (from the environment), and can occur during (concurrent) or after (terminal) the movement. Without feedback, performers cannot adjust or improve their skills.
    What is an example of the information processing model in football?
    A footballer receives a pass: they see the ball (input), identify it as a pass (stimulus identification), decide to control it and pass to a teammate (response selection), program the movement (response programming), and execute the pass (output). Feedback from the pass helps them adjust weight and direction next time.
    How do you revise the information processing model for AQA A-Level PE?
    Create a flowchart of the model with definitions and sporting examples. Use flashcards for key terms like stimulus identification and response programming. Practice applying the model to different sports and complete past paper questions. Link it to other topics like feedback and memory to deepen understanding.