Test 2 Flashcards

(32 cards)

1
Q

Thorndike

A

Was interested in animal intelligence and whether they learned through trial and error or some other process. He put cats in a puzzle box.

Supported reinforcement because correct responses were “stamped in” and incorrect responses were “stamped out”

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2
Q

Contiguity

A

When learning occurs because two events or stimuli are experienced close together in time and space. This leads to an association between them.

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3
Q

Reinforcement

A

Increases the likelihood of a behaviour by adding a positive outcome, or removing an unpleasant one

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4
Q

Punishment

A

Reduces the likelihood of a behaviour by adding an undesirable outcome, or removing a pleasant one

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5
Q

Law of Effect

A

If a reward follows a response, it will increase over time.
If a response has no reward, or an unpleasant reward, the response will decrease.

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6
Q

Law of Readiness

A

An organism’s motivation to perform a behaviour affects how easily it learns that behaviour

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7
Q

Law of Multiple Responses

A

When in a new situation, an organism may try multiple responses until it finds one that leads to the best possible solution

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8
Q

Law of Set or Attitude

A

Previous experiences can affect how new stimuli are perceived

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9
Q

Law of Prepotency of Elements

A

The capacity to selectively focus on significant details in a situation or an environment while ignoring the irrelevant parts

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10
Q

Law of Response by Analogy

A

When new learning situations are approached using past (similar) experiences

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11
Q

Associative Shifting

A

Gradually shifting the response from one stimulus to another through a series of intermediate steps

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12
Q

Theory of Connectionism

A

Learning happens by forming associations between stimuli and responses

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13
Q

B.F. Skinner

A

Separated classical from instrumental conditioning

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14
Q

Classical Conditioning

A

Responses (respondents) are produced involuntarily (reflexes)

Pavlov

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15
Q

Operant Conditioning

A

Other behaviours are operants because they are voluntary actions that operate on the environment to produce a consequence.

The consequence then influences whether the behaviour repeats.

He designed an experimental chamber where a machine measured behaviour. Responses were recorded and generated a response rate, measuring the strength of learned behaviour over time.

Skinner

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16
Q

What are the three primary assumptions of behaviourism?

A
  1. Focus exclusively on measuring directly observable actions
  2. Psychology is an objective science
  3. Behaviour analysis occurs without making guesses about internal, subjective, mental events, or speculative biological events
17
Q

Reinforcer

A

Any stimulus or event that increases the likelihood of a behaviour repeating

Positive = reward
Negative = relieving discomfort

18
Q

Reinforcement Schedules

A

When an organism experiences reinforcements in response to specific behaviours

19
Q

Continuous

A

Rewarded each time the desired behaviour is performed.

Helps associate the behaviour with a positive outcome. Reinforces the behaviour and increases the likelihood of it being repeated.

20
Q

Fixed Ratio

A

Reward for every ‘x’ number of times.
This schedule encourages a high production rate to receive the reward.

A step pattern of work and break. Second best response to time.
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/

21
Q

Variable Ratio

A

Reward for an average of ‘x’ number of times. This produces the best work to time ratio.

          /
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22
Q

Fixed Interval

A

Rewarded after a time period.
Motivates consistent performance throughout the interval to receive the reward

A scalloped pattern. Worst response to time rate.
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)

23
Q

Variable Interval

A

Reward after an average of ‘x’ period of time. Second worst work to time rate.
/
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/
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/

24
Q

Random Ratio

A

The randomness adds an element of excitement and uncertainty.
The unpredictability keeps the player engaged and motivated to continue playing. These can also include rewarding activities.

25
Premack Principle
Pairing a more enjoyable activity with a less enjoyable one can increase motivation to complete the less enjoyable task
26
6 characteristics of problematic social media use:
1. Salience - when social media becomes the most dominant and important activity in life 2. Mood modification - experiencing a "buzz or high" from social media use (or escape) 3. Tolerance - gradually increasing the amount of time spent on social media for the same effect 4. Withdrawals symptoms - experiencing unpleasant emotions of physical effects when unable to engage in social media 5. Conflict - experiencing tension between social media use and other important activities 6. Relapse - returning to excessive patterns of social media use after periods of control Skinner
27
Problematic Social Media Use
Characterized by an uncontrollable urge to engage with social media, resulting in significant time and energy devoted to these platforms
28
Behaviourism
Behaviour should be studied and explained in the most direct way possible
29
The Experimental Analysis of Behaviour
Cause: manipulated ---> Effect: measured Cause: independent variable --> Effect: dependent variable
30
Concurrent Schedule
A concurrent schedule of reinforcement allows customers to make a choice based on their preferences and behaviours.
31
Magazine Training
"Magazine" refers toa food delivery system in an operant conditioning chamber A foundational behavioural training technique used in operant conditioning The animal learns to associate a stimulus with food
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