Deliberate practice
Cueist training is built on the principles of deliberate practice.
Practice is widely recognized as essential for lasting improvement in motor skills. However, not all practice is equally effective.
The term "deliberate practice" was introduced by psychologist Anders Ericsson and his colleagues in 1993. It describes a type of practice designed to achieve expert-level performance.
Deliberate practice is intentional and organized, unlike random practice or excessive repetition often used when learning new skills. Its goal is to maximize learning through tailored exercises that address individual weaknesses and build new abilities.
Feedback plays a crucial role in deliberate practice. Cueist provides various types of feedback, including detailed statistics and performance measures. It also features the Cueist rating, a metric that lets you compare your performance with other players (learn more about Cueist rating).
Optimal challenge point
Cueist ensures you practice at the level of challenge that is just right for you.
The Optimal challenge point framework (Guadagnoli & Lee, 2004) suggests that the best learning occurs when the learner is challenged at the right level. If the challenge is too hard or too easy, learning slows down.
The optimal challenge depends on two factors: the difficulty of the task and the learner's skill level. For pool practice, this means advanced players need more challenging drills, while beginners need easier ones. Each player has their own "optimal challenge point" for learning.
So, how do we find the right level of challenge? Here's what the theory says.
The diagram illustrates the relationship between practice performance and long-term learning based on task difficulty.
When a task is easiest, practice performance is at its best, but learning is low. As the task becomes more challenging, practice performance drops, but long-term learning improves. This trend continues until the optimal challenge point is reached, where the challenge is just right, and learning is maximized. If the task becomes too difficult, both learning and practice performance decline.
It's important to note that performing well in practice doesn't always mean learning is happening. In fact, some failure at the optimal challenge point is expected, as the challenge helps drive long-term improvement.
The optimal challenge point isn't fixed. As a learner improves, the difficulty of the tasks must increase to keep them properly challenged and continue their progress.
Neuroscience offer insights into why this works. The brain sees challenging situations as a form of stress. In response, the hippocampus, a crucial part of the brain for learning and memory, releases a hormone called corticotrophin-releasing factor (CRF). Research shows that CRF improves our ability to retain skills, particularly when learning occurs in moderately stressful situations (Wang, Wayner, Chais & Lee, 1998; Wang, Tsai & Lee, 2000).
This concept of the right level of challenge aligns with the theory of "desirable difficulties," introduced by psychologist Robert A. Bjork in 1994. Desirable difficulties are tasks that require effort but enhance learning. By increasing the challenge, these difficulties help the brain process and remember information better, leading to improved skill development.
Bjork identifies several strategies to increase difficulty and improve learning, such as varying practice conditions, interleaving different types of practice, and spacing practice over time. These "desirable difficulties" are essential components of the Cueist training program.
Contextual interference - blocked vs. interleaved practice
Cueist training uses interleaved practice, which results in better learning compared to traditional blocked practice.
Contextual interference occurs when we switch between different tasks or change the conditions of a task during practice.
Blocked practice is an example of low contextual interference. It involves practicing one skill repeatedly before moving on to the next. This traditional method of training feels straightforward and natural.
Interleaved practice, on the other hand, involves high contextual interference. In this method, different skills are mixed together, requiring learners to switch focus between tasks. While it's harder to organize and less commonly used, interleaved practice results in better learning.
This learning advantage is known as the "contextual interference effect," first discovered by Shea and Morgan in 1979 and supported by many studies since. Interleaved practice outperforms blocked practice in both retention (remembering skills) and transfer (applying skills in new situations). Research (Kornell & Bjork, 2008; Verkoeijen & Bouwmeester, 2014) also shows that interleaving encourages inductive learning, where learners discover rules by observing examples instead of being explicitly taught.
Why does interleaved practice work better than blocked practice? The theory is that switching between tasks forces learners to continuously "reload" motor programs or recall information. For example, if you practice task A, then B, then C, and return to A, you need to refresh your memory of each task every time. In contrast, blocked practice allows you to focus on just one task without needing to reload information. The repeated reloading in interleaved practice requires more focus, resulting in better long-term memory of the skills. Switching between tasks also helps learners spot similarities and differences between them, which improves skill transfer.
Despite these benefits, blocked practice remains more common. The reason for this is that it produces better immediate results. Interleaved practice is harder and leads to more mistakes, which can make both learners and instructors feel like progress is slower.
Studies show that learners practicing in blocked conditions often become overconfident. They mistake good practice performance for long-term improvement. In reality, blocked training only leads to short-term success, with rapid forgetting that goes unnoticed.
Spacing effect, active recall & spaced repetition
By incorporating spaced repetition, Cueist makes your practice as effective as possible.
The term 'Spacing Effect' was introduced by Hermann Ebbinghaus, the first to study memory scientifically in the late 19th century. This concept shows that long-term learning improves when practice sessions are spaced out over time, rather than grouped closely together. The spacing effect has been validated in various fields, including language learning, math, music, and sports.
Spaced repetition builds on the spacing effect. It's a technique where you practice skills at specific intervals—long enough to allow some forgetting, but not so long that you lose too much retention.
For example, when practicing a pool shot, your brain stores the information on how to perform it. Revisiting the shot after some time forces your brain to retrieve that information. This retrieval process, called active recall, is key to the success of spaced repetition.
The benefits of active recall include:
Better retention of skills
Active recall strengthens neural connections, making it easier to remember skills over time.
Improved skill transfer
It helps you apply what you've learned to new situations. For example, learning one pool shot can improve your performance in other shots.
Deeper understanding of skills
Active recall keeps your brain engaged, leading to a stronger grasp of underlying concepts and more effective learning overall.
Gamification and training under pressure
Cueist leverages gamification techniques to boost motivation, enhance learning, and introduce performance pressure into your training.
Gamification adds game elements to training, making learning more effective and enjoyable. Compared to traditional methods, it offers benefits like better retention, increased motivation, and higher engagement.
During activities like games, the brain releases neurotransmitters — chemicals that send signals between neurons — creating an optimal environment for learning. The main neurotransmitters involved are endorphins and dopamine.
Endorphins, released during gameplay, act as natural pain relievers. They reduce physical discomfort, sharpen focus, and create excitement or even euphoria when you're succeeding.
Dopamine is released when you experience pleasant surprises. It motivates actions that lead to rewards and helps avoid negative outcomes, boosting both motivation and memory retention linked to learning.
Beyond enhancing learning, gamification adds a competitive element. In traditional training, the outcome of each drill isn't immediately important. In Cueist training, however, every drill has emotional stakes. You're not just repeating drills; you're competing against the "Ghost," making practice more engaging and competitive.
Your success in drills also impacts your Cueist rating, introducing performance pressure to the process.
Why is this pressure helpful? In sports, players often underperform under stress—this is known as 'choking.' Practicing under pressure is a proven way to reduce this. While it's impossible to fully replicate competition pressure, studies show that even mild stress can improve performance and help you excel when it matters most.
*Some features described in this text are exclusive to Premium members.
Bjork, R. A., & Druckman, D. (1994)
Learning, Remembering, Believing: Enhancing Human Performance (First Edition). National Academies Press.
Coker, C. (2021)
Motor Learning and Control for Practitioners (5th ed.). Routledge.
Edwards, W. H. (2010)
Motor Learning and Control: From Theory to Practice. Wadsworth, Cengage Learning.
Johnson, A., & Proctor, R. W. (2016)
Skill Acquisition and Training: Achieving Expertise in Simple and Complex Tasks (1st ed.). Routledge.
Magill, R. A. (2020)
Motor Learning and Control Concepts and Applications (12th edition). Mcgraw Hill Higher Education.
Schmidt, R. A., & Lee, T. D. (2019)
Motor Learning and Performance: From Principles to Application (Sixth). Human Kinetics.