1/143
Name | Mastery | Learn | Test | Matching | Spaced | Call with Kai |
|---|
No analytics yet
Send a link to your students to track their progress
Reflexes
A motor or neural reaction to a specific stimulus in the environment (ex. contraction of pupil to bright light)
Instincts
Innate behaviors that are triggered by a broader range of events, like maturing or change of he seasons (ex. eating, drinking, sleeping)
Learning
A relatively permanent change in behavior or knowledge that results from experience (ex. school, work)
Associative learning
Happens when an organism makes connections between stimuli or events that happen together in the environment (ex, sequences of events)
Classical conditioning
A process by which we learn to associate stimuli and, consequently to anticipate events (ex. Pavlov dog experiment)
Unconditioned stimulus (UCS)
A stimulus that elicits a reflexive response in an organism (ex. meat powder)
Unconditioned response (UCR)
A natural (unlearned) reaction to a given stimulus (ex. dogs salivation)
Neutral stimulus (NS)
A stimulus that does not naturally elicit a response (ex. tone)
Conditioned stimulus (CS)
A stimulus that elicits a response after repeatedly being paired with an unconditioned stimulus (used to be NS)
Conditioned response (CR)
The behavior caused by the conditioned stimulus (CS) (ex. the dogs associated the tone (CS) with being fed, and began to salivate (CR) in anticipation of food)
Higher-order conditioning
Using a conditioned stimulus (CS) to condition a neutral stimulus (NS)
Second-order conditioning
Using a conditioned stimulus (CS) to condition a neutral stimulus (NS) (different from higher-order conditioning because it involves a second-order stimulus)
Acquisition
When an organism learns to connect a neutral stimulus (NS) and an unconditioned stimulus (US) (the NS becomes the CS)
Extinction
The decrease in the conditioned response (CR) when the unconditioned stimulus (US) is no longer presented with the conditioned stimulus (CS)
Spontaneous recovery
The return of a previously extinguished conditioned response (CR) following a resting period
Stimulus discrimination
When an organism learns to respond differently to various stimuli that are similar (ex. dogs distinguished between tone)
Stimulus generalization
When an organism demonstrates the conditioned response (CR) to stimuli that are similar to the conditioned stimulus (CS) (ex. if a electric mixer sounds a lot like the electric can opener, it could elicit the same response)
Operant conditioning
When organisms learn to associate a behavior and its consequence (ex. Skinner box)
Law of effect
Behaviors that are followed by consequences that are satisfying to the organism are more likely to be repeated, and behaviors that are followed by unpleasant consequences are less likely to be repeated
Punishment
Decreasing a behavior
Positive punishment
When something is added to decrease the likelihood of a behavior (ex. new puppy if bad behavior stops)
Negative punishment
When something is removed to decrease the likelihood of a behavior (no TV until you do your homework)
Positive reinforcement
When something is added to increase the likelihood of a behavior (ex. money for your job)
Negative reinforcement
When something is removed to increase the likelihood of a behavior (ex. when your car beeps until you put on your seatbelt)
Shaping
When successive approximations of a target behavior are rewarded
Reinforce any response that resembles the desired behavior.
Then reinforce the response that more closely resembles the desired behavior. You will no longer reinforce the previously reinforced response.
Next, begin to reinforce the response that even more closely resembles the desired behavior.
Continue to reinforce closer and closer approximations of the desired behavior.
Finally, only reinforce the desired behavior.
Primary reinforcer
Reinforcers that have innate reinforcing qualities (ex. water, food, shelter)
Secondary reinforcer
Reinforcers that have no inherent value and only has reinforcing qualities when linked with a primary reinforcer (ex. sticker chart)
Continuous reinforcement
When an organism receives a reinforcer each time it displays a behavior (ex. giving a dog a treat when they sit)
Partial reinforcement
Also known as intermittent reinforcement, the person or animal does not get reinforced every time they perform the desired behavior
Fixed interval reinforcement schedule
When a behavior is rewarded after a set amount of time, which is predictable (ex. one dose of medication per hour)
Variable interval reinforcement schedule
When a person or animal get the reinforcement based on varying amounts of time, which are unpredictable (ex. work bonus for better quality)
Fixed ratio reinforcement schedule
When there are a set number of responses that must occur before the behavior is rewarded (ex. commission bonus from work)
Variable ratio reinforcement schedule
When the number of responses needed for a reward varies (ex. gambling)
Radical behaviorism
staunch form of behaviorism developed by B. F. Skinner that suggested that even complex higher mental functions like human language are nothing more than stimulus-outcome associations
Cognitive map
A mental picture of the layout of the maze (Skinner box)
Latent learning
Learning that occurs but is not observable in behavior until there is a reason to demonstrate it (ex. if there is a reward)
Observational learning
When we learn by watching others and then imitating, or modeling, what they do or say
Steps in the Modeling Process
You must focus on what the model is doing
You must be able to retain what you observed (retention)
You must be able to perform the behavior that you observed and committed to memory (reproduction)
You need to want to copy the behavior, whether ornot you are motivated depends on what happened to the model
Vicarious reinforcement
When you see the model was reinforced for their behavior and you’re motivated to copy them
Vicarious punishment
When you observed the model being punished, you would be less motivated to copy them
Cognition
Is thinking, and encompasses the processes associated with perception, knowledge, problem solving, judgement, language, and memory
Cognitive psychology
The field of psychology dedicated to examining how people think
Concepts
Are categories or groupings of linguistic information, images, ideas, or memories (ex. life experiences)
Prototypes
The best example or representation of a concept
Natural concept
Are created naturally through your experiences and can be developed from either direct or indirect experiences (ex. never seeing snow but knowing what it is)
Artificial concept
A concept that is defined by a specific set of characteristics (ex. a square has 4 sides, so a math formula for the area of a square)
Schema
A mental construct consisting of a cluster or collection of related concepts
Role schema
Makes assumptions about how individuals in certain roles will behave (ex. teacher —> smart)
Event schema
Also known as a cognitive script, is a set of behaviors that can feel like a routine (ex. getting into an elevator)
Language
A communication system that involves using words and systematic rules to organize those words to transmit information from one individual to another
Lexicon
Refers to the words of a given language
Grammar
Refers to the set of rules that are used to convey meaning through the use of the lexicon
Phoneme
A basic sound unit of a given language, and different languages have different sets of these (ex. ‘ah’ or ‘eh’)
Morpheme
The smallest units of language that convey some type of meaning; combinations of phonemes (ex. ‘I’)
Semantics
Refers to the process by which we derive meaning from morphemes and words
Syntax
Refers to the way words are organized into sentences
Overgeneralization
Refers to an extension of a language rule to an exception to the rule (ex. s is added to a word to create plurality, but some words aren’t, like mice or geese)
Problem-solving strategies
A plan of action used to find a solution
Trial and error
A strategy of continuing to try different solutions until the problem is solved
Algorithm
A step-by-step solving formula with instructions used for a desired outcome (ex. how-to-do video)
Heuristic
A general problem-solving framework (ex. working backwards, breaking a task into steps)
Working backwards
A useful heuristic in which you begin solving the problem by focusing on the end result
Mental set
Where you persist in approaching a problem in a way that has worked in the past but is not working now
Functional fixedness
A type of mental set where you cannot perceive an object being used for something other than what it was designed for (ex. Duncker experiment)
Anchoring bias
Occurs when you focus on one piece of information when making a decision or solving a problem
Confirmation bias
Is the tendency to focus on information that confirms your existing beliefs
Hindsight bias
Leads you to believe that the event you just experinced was predictable, even though it wasn’t
Representative bias
Describes a faulty way of thinking, in which you unintentionally stereotype someone or something
Availability heuristic
A heuristic in which you make a decision based on an example, information, or recent experince that is readily available to you, even though its not the best example
Crystalized intelligence
Is characterized as acquired knowledge and the ability to retrieve it
Fluid intelligence
Encompasses the ability to see complex relationships and solve problems
Triarchic Theory of Intelligence
Created by Robert Sternberg, and sees intelligence ad comprised of three parts: pratical, creative, and analytical intelligence
Pratical intelligence
Compared to street smarts; everyday knowledge
Analytic intelligence
Is closely aligned with academic problem solving and computations; demonstrated by an ability to analyze, evaluate, judge, compared, and contrast
Creative intelligence
Is marked by inventing or imagining a solution to a problem or situation
Multiple intelligences theory
developed by Howard Gardner; each person has 8 intelligences: linguistic intelligence, logical-mathematical intelligence, musical intelligence, bodily kinesthetic intelligence, spatial intelligence, interpersonal intelligence, intrapersonal intelligence, and naturalistic intelligence
Emotional intelligence
Encompasses the ability to understand the emotions of yourself and others, show empathy, understand social relationships and cues, and regulate your own emotions and respond in culturally appropriate ways
Cultural intelligence
Referred to as cultural competence; how well you relate to the values of another culture
Creativity
The ability to generate, create, or discover new ideas, solutions, and possibilities
Divergent thinking
Is described as thinking “outside the box”; allows an individual to arrive at unique, multiple solutions to a given problem
Convergent thinking
Describes the ability to provide a correct or well-established answer or solutions to a problem
Intelligence quotient (IQ)
Describes a score earned on a test designed to measure intelligence
Standardization
The manner of administration, scoring, and interpretation of results is consistent
Norming
Involves giving a test to a large population so data can be collected comparing groups, such as age groups
Flynn effect
Named after James Flynn, among the first to discover this trend; Refers to the observation that each generation has a significantly higher IQ than the last
Representative sample
A subset of the population that accurately represents the general population
Standard deviation
Describe how data are dispersed in a population and given context to large data sets
Range of Reaction
The theory that each person responds to the environment in a unique way based on their genetic makeup
Dysgraphia
A learning disability that results in a struggle to write legibly
Dyslexia
A learning disability that results in an inability to correctly process letters
Dyscalculia
A learning disability that results in difficulty learning or comprehending arithmetic
Memory
Is an information processing system like a computer
Encoding
Involves the input of information into the memory system
Storage
The retention of the encoded information
Retrieval
Is getting the information out of memory and back into awareness
Automatic processing
Encoding of details without conscious awareness (ex. what I wore yesterday)
Effortful processing
Encoding of details that takes time and effort (ex. what you learned when you last studied)
Self-reference effect
The tendency to have better memory for information that has personal relevance
Semantic encoding
Encoding of words and their meanings; most effective form of encoding
Visual encoding
Encoding of images (ex. words like car, dog, and book)