Recent years we have observed rather significant changes in the sports field as a result of the scientific and technological progress that is taking place in the sphere of physical education sciences and sports sciences along with other sciences, with special references to motor learning a special emphasis having been made to mental processes. Learning is one of the critical aspects of the educational process, which distinguishes the life of a living individual starting from the moment of birth. Hence, within this vein, human activity of all sorts is not devoid of learning and motor instruction up to his death. This is especially important in order to relate to students’ teaching and learning since learning models and their methods refers to what students gain from learning in terms of knowledge and positive attitudes. Amongst the most effective paradigms for education one can mention the paradigms of Forrest with enjoyment. In the given approach, cognition enables learners comprehend the basics, facts, and information concerning the content of the educational material and understand their connection. The Forrest model must be regarded as the process of participation and live communication and stands for the consolidation of the imagination and insisting on the evolution of mental perceptions and visions within the mind of the recipient. It encompasses the story and the ways of telling it orally and graphically to learners; using the change of tones and pitches in the voice, imitation of various characters and using of colors as per the performers’ preference. Thus, it mediates the situation and the state it denotes by using all the energy, including gestures, signals, and so on, that affect the learner’s arousal and imagination as well as motivates him/her while learning. Cognitive factors are highly involved in enhancing the efficiency of the general and specific sports movement including those in artistic-gymnastics which have the most qualitative and efficient constructive role in building the four- main physical attributes and capacities that are fundamental for producing sports movement. Observing the increased legitimate interest in mental abilities nowadays in the developed countries, one can identify the need to apply more elaborate measurement instruments which would enlighten us to the effectiveness and details of those processes in each learner, as well as the application of computerized technology to ascertain some of the mental abilities of the female gymnasts so as to enlighten the teachers of the potential of their learners. Cognition with regard to attention and mental imagery where Selective attention category is of significant importance as it features as one of the most important types of attention in the sports field while (external) mental imagery is also of significant value as it is amongst the most important types of mental imagery for female students in gymnastics because of the read that is provided the female students. Such things as the timely reaction to an event and making the right decision or the fast switch to another decision through all the views which the students have, and a lot of other things which are given to the contemporary students today through the computerized psychological laboratory technology. Traditional instructional practices were not apparent in the recent teaching practices especially in individual games, whereby there was no consideration of individual differences, especially in the game of gymnastics due to the difficulty of performance, and; the possession of a good level of mental and cognitive ability is essential in getting the technical performance of the skills concerning the front and back hand jump on the ground movement mat. Gymnastics is included into the category of sports games that occupies a significant position and is essential at the level of competitions and festivals, thus starting to build up its audience. It remains one of the most crucial fundamental prerequisites of educational curricula in faculties of physical education and sports sciences as these games are somewhat challenging and sophisticated in most of the skills and movements in the six devices while each of those devices is endowed with its own privacy, laws, rules, and requirements.