This study examined the effects of practice schedules that was categorised according to both location on the contextual interference continuum and stability of the environment context on the learning of field hockey skills practiced in combination. The primary purpose of this study was to investigate if practicing several sports skills in combination was supported by the contextual interference effect. Based on the skill performance test, the results showed that in general, all groups improved dribble and push accuracy performance during the acquisition phase. More specifically, the low interference (blocked) and both high interference groups (random and game-based) had performed the close dribble quicker and had pushed the ball more accurately during the acquisition test compared to the pre-test. As for push speed performance, only the game-based participants pushed the ball faster during the acquisition phase. In the retention phase, the results revealed that there were no differences between the high and low interference groups for all the three skills. The game-based training group had pushed the ball faster than the other two groups, perhaps due to the demands of a game, but these differences were not significant. While these findings are contrary to the typical CI effect of high interference groups showing diminished performance during acquisition and increased performance during retention as compared to low interference groups (Magill and Hall, 1990), other studies using sports skills had similar findings as the current study (e.g., Brady, 1997; Jones and French, 2007; Landin, et al., 2003; Meira and Tani, 2003; Zetou et al., 2007). These studies had used tasks from different motor programs and the skills were practiced in isolation or independent of one another. Several of these studies that did not find differences between groups practicing with different amounts of CI suggested that task complexity was the reason for not displaying the CI effect when practicing several skills that were from different motor programs (Jones and French, 2007; Landin, et al., 2003; Meira and Tani, 2003). Guadagnoli et al. (1999) had reported that the CI effect was more effective in simple skills compared to complex motor skills and sport skills were considered to be complex skills according to Herbert et al. (1996). It is possible that practicing complex tasks made it too difficult for the high interference groups to cope with the intra and inter task demands that are present when skills from different motor programs were practiced together. Yet, it was still hypothesised that the high interference groups would still display the CI effect even though tasks from different motor programs were used in this study. Unlike previous studies, the hockey skills were practiced in combination in an effort to reduce inter task difficulty by chunking two and three skills as one and to create a functional skill that resembled actual game situations and gave meaning to the tasks. Despite this difference, it appeared that practicing a combination skill was not effective in reducing the inter task difficulty for the high interference groups to show increased performance in retention or for the low interference group to show increased performance in acquisition. Therefore, these results suggested that whether tasks are practiced in isolation and independently or in combination, the CI effect was not supported. Using game performance as an indicator of transfer in performance, the results from the test revealed no significant between-group differences in trapping, passing, shooting and dribbling execution, in terms of percentage of successful executions. Collectively, all groups improved their percentage of success on trapping and passing execution. The improvement across time may be explained in that the trapping and passing skill were found in both practice combinations during acquisition. This finding across time is similar to a study on field hockey skills by Turner and Martinek (1992). The authors found a significant increase over time for the control variable (similar to trapping execution in this study) for two experimental groups (i.e., games for understanding and technique instructional), but significant differences between the two treatment groups for game skill execution were not detected. Secondary analyses on the total number of successful executions and number of attempts were also conducted for the transfer test. More specifically, this was to investigate the failure of detecting improvements in percentage of successful executions in the case of shooting and dribbling execution. Lack of improvements could be caused by decreases in successful executions when number of attempts remained the same or equal ratio increases or decreases in both total number of successful executions and number of attempts. For instance, making two shots at goal with one on target would provide a 50% success rate that is similar to making four shots on goal with two on target. Indeed in a game, it is important to create more opportunities and increase the number of successful shots on goal. For total number of attempts, as expected, there were significantly more attempts to dribble in the playing area and to shoot at goal during transfer. As Turner and Martinek (1992) had suggested, when participants were able to control (trapping execution) the ball better, they were able to create more opportunities to dribble the ball and also to shoot at goal. Similarly, for total number of successful executions, the analysis revealed a large practice effect for advancing and keeping the ball under control while dribbling and that all groups were getting more shots on target. As such, although the percent success analysis did not reveal an improvement in shooting or dribbling among the groups, the higher number of successful dribbles and shots indicated that practice was still beneficial for game performance. There was some support for the CI effect when total number of successful executions was analysed. There appeared to be one significant between-group difference with a large effect whereby the game-based group was more successful at dribbling without losing control of the ball compared the blocked group in the transfer test. In addition, although not significantly different, it was revealed that both high interference groups had a higher number of successful executions and attempts for shooting and dribbling execution. More specifically, the random and game-based groups had made more shots at goal and were more successful at getting the shots on target compared to the blocked group. The random group had also made more attempts and was more successful at dribbling the ball. These results are encouraging as it shows some support that the CI effect may be evident when performance was assessed in a real-world situation of game performance. This finding is supported in a review by Broadbent et al. (2015b) which concluded that future research directions involving perceptual-cognitive training in relation to the CI effect should include field-based transfer tests as the norm. To date, there are limited number of CI studies that have assessed performance and learning using game playing ability. Brady (1997) tested participants on an 18-hole round of golf and found that the random group were no different from the blocked group. Among other reasons, it was possible that one or two skills had improved for either group but because a composite score for four skills were used, improvements in some skills could not be detected. Another study assessed the acquisition and transfer of perceptual-cognitive skills using a field-based tennis protocol and reported that the CI effect was indeed present (Broadbent et al., 2015a). It is clear that much more research investigating the effects of practice schedule using game performance outcomes are needed to confirm or deny the support for the CI effect involving applied sports skills. Magill (2011) suggested that when practicing closed skills with inter trial variability or open skills, the practice condition should simulate as many regulatory and non-regulatory conditions so that it resembled the possible scenarios of a game. Yet, evaluation of studies conducted to investigate the CI effect had focused on skills that were practiced with little resemblance to regulatory or non-regulatory conditions that could be experienced in a match. Therefore, the second purpose of this study was to investigate the influence of predictability of the environment on the learning of sport skills under different practice schedules. In a predictable environment, the time to execute a skill is dependent on the individual and the type of skill that is performed is a closed skill. Conversely, open motor skills are performed in an unpredictable environment whereby other people are in motion at the time a skill is being executed by an individual (Knapp, 1977). A game-based training condition represented a random schedule in an unpredictable environment and was compared to a predictable blocked and random protocol in a CI setting. In a recent study, Broadbent et al. (2015a) had assessed a random group practicing tennis simulation training (similar to an unpredictable environment) and reported increases in transfer of learning compared to the blocked practice group. The results of this study matched Broadbent et al.’s (2015a) finding and was in line with the hypotheses, whereby the game-based group outperformed the blocked and random groups in some measures of the skill acquisition test. At the very least, it matched the performance of the blocked and random group in the other measures of the skill acquisition test. In addition, it executed skills better than the low interference group in the game performance test. This finding is in support of a review by Gabbett et al. (2009) that found that game-based training (presented in a random and variable practice framework) was no better or worse with a technical skills training (presented in a fixed and blocked practice framework) in terms of skill performance test, but was more superior in a game performance test. The results also add to the limited body of knowledge for long-term learning. The game-based participants of this study maintained their performance at one and three weeks after the acquisition phase and confirms one previous study reviewed in Gabbett et. al. (2009). In a research on Australian football players, the authors found non-significant improvements which were maintained following a three-week retention period. |