AP Psych Unit 3.1, 3.7-3.9

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Sorry other parts of Unit 3 I made flashcards on paper.

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31 Terms

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Stability vs Change

Early traits stable through life / change over time?

  • Heredity, early experiences → stable traits

  • Later experiences → changing traits

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Nature vs Nurture

  • Nature: Biological & genetics → actions & identity

  • Nurture: Environment & how you were raised → behavior & traits

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Continuous & Discontinuous stages of development

  • Continuous development

    • Development = Cumulative (累積)

    • Gradual changes

    • (e.g. height growth)

  • Discontinuous development

    • Development = specific steps & stages

    • Sudden changes

    • (e.g. suddenly talk first word)

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Behavioral Perspective

Examines how observable behaviors are learned & reinforced through interactions with the environment

  • Studying observable, objective facts, instead of subjective mental processes & introspection

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Associative learning

Process of acquiring new & enduring info where someone forms connections between events that happen together

  • Classical conditioning

  • Operant conditioning

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Classical Conditioning

Type of learning that associates a neutral stimulus to another stimulus that elicits a natural or involuntary response, so we can anticipate future events

  • Acquisition: Attaining new behavior & info

  • Unconditioned stimulus (UCS): Stimulus naturally & automatically triggers a response without prior learning → Unconditioned response (UCR): Unlearned, naturally occurring response to UCS

  • Neutral Stimulus: X trigger any response + UCS → UCR

Rehearsal

  • Neutral stimulus → Conditioned Stimulus (CS): Used to be neutral, but after intentional, repeated pairing with UCS → triggers Conditioned response (CR): Learned response to CS/ b4 neutral stimulus

(e.g. Watch minecraft movie (NS) + Chicken Big Mac (UCS) → hunger (UCR) → Watch minecraft movie (CS), anticipate Chicken Big Mac (UCR) → hunger (CR))

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Extinction

Gradual weakening & eventual disappearance of the CR to the CS. CR diminishes because UCS no longer appears after CS.

(e.g. many times watch minecraft movie (CS) → no chicken big mac (UCS). Now watch minecraft movie (CS) → X anticipate Chicken big mac → X Hunger (CR))

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Spontaneous Recovery

Reappearance, after a pause, of an extinguished conditioned response

(e.g. Now watch minecraft movie (CS) → Suddenly Hunger (CR))

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Stimulus discrimination

Only respond to specific CS & not other stimuli that doesn’t predict UCS

(e.g. Watch Barbie movie → X anticipate chicken big mac (UCS) → X Hunger (CR))

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Generalization

Stimulus similar to CS → CR

(e.g. play minecraft game (similar to minecraft movie)→ hunger (CR))

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Higher-order conditioning

Already conditioned stimulus (CS) + New neutral stimulus (NS)→ Conditioned response (CR)

New neutral stimulus becomes CS too

(e.g. Ride ferry (NS) → watch minecraft movie (CS), anticipate chicken big mac (UCS) → hunger (CR)

after repetition

Ride ferry (CS), anticipate minecraft movie (CS) & then chicken big mac (UCS) → hunger (CR))

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Counterconditioning

Pairing a stimulus that elicits an undesired response with a new, positive stimulus or experience

(e.g. Water (CS), anticipate drowning (UCS) → scared (CS). Pool party + Water (CS) → happy (CR)

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One-trial conditioning

1 training trial → master skill

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Taste Aversion

Ate a certain food → sick → Avoid food with a certain taste after that single experience

UCS: certain food → UCR: sick

CS: Similar taste food / certain food → UCR: Sick / think you will get UCR → avoid CS

(e.g. Lando ate a sushi (finally) → sick → avoids all fish)

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Biological predispositions

Predisposed through evolution to learn some associations better than others

(e.g. easier to develop taste aversion because it helps you survive, instead of pairing schoolwork with classical music)

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Biological preparedness

People & animals are inherently inclined to form associations between certain stimuli & responses that have a survival value
(e.g. see tiger → danger → run)

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Habituation

Process of growing accustomed to a situation or stimulus

Repeated, same stimulation → decreased response

(e.g. always eat chicken big mac → kinda bored → not as hungry)

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Operant conditioning

Associate a response / behavior with a consequence

  • Reinforcement → Behavior continues

    • Positive: Get good thing (e.g. get sticker)

    • Negative: Remove bad thing (e.g. X need to do chores)

    • Primary: Unconditioned, innate, naturally like thing that satisfies a biological need (e.g. food)

    • Secondary: Conditioned, learned to associate with primary reinforcer thing (e.g. money)

  • Punishment → Behavior discontinues

    • Positive: Get bad thing (e.g. get spanked)

    • Negative: Remove good thing (e.g. X screen time)

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The Law of Effect

Responses that produce a satisfying effect in a particular situation → more likely to occur again in that situation

Responses that produce a discomforting effect in a particular situation → less likely to occur again in that situation

(e.g. You say a joke in the crowd → everyone laughs, you feel god about yourself → say joke again next time in a crowd)

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Shaping

Reinforce when behavior is closer & closer to the goal
(e.g. teach cat to paw → sit up → snack, Raise paw → snack → paw on hand → snack (goal))

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Reinforcement discrimination

Only give reinforcement after correct behavior, X reinforcement after wrong / other behaviors

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Reinforcement generalization

Behavior that was reinforced in a specific context is also done in a similar context

(e.g. taught clean up in school → sticker → clean up at home too)

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Instinctive drift

Tendency of learned behavior to gradually revert to biologically predisposed patterns

(e.g. monkeys learned to not fight → fight (survival competition))

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Learned helplessness

Repeated attempts to control a situation fail → feel helpless, X escape punishment → don’t even try anymore, depression

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Reinforcement Schedule

Pattern that defines how often the desired response will be reinforced

  • Continuous: Every time desired behavior → reinforce

  • Partial (intermittent): Only some times desired behavior → slower acquisition of response but harder to have extinction

    • Fixed-interval: Gives reinforcement after specific time has passed

    • Variable-interval: Gives reinforcement at unpredictable time intervals

    • Fixed-ratio: Gives reinforcement after specific number of behavior

    • Variable-ratio: Gives reinforcement after unpredictable number of behavior → Most resistant to extinction, fastest

<p>Pattern that defines how often the desired response will be reinforced</p><ul><li><p><strong>Continuous</strong>: Every time desired behavior → reinforce</p></li><li><p><strong>Partial (intermittent)</strong>: Only some times desired behavior → slower acquisition of response but harder to have extinction</p><ul><li><p><strong>Fixed-interval: </strong>Gives reinforcement after specific time has passed</p></li><li><p><strong>Variable-interval: </strong>Gives reinforcement at unpredictable time intervals</p></li><li><p><strong>Fixed-ratio: </strong>Gives reinforcement after specific number of behavior</p></li><li><p><strong>Variable-ratio: </strong>Gives reinforcement after unpredictable number of behavior → Most resistant to extinction, fastest</p></li></ul></li></ul><p></p>
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Social Learning Theory

Learn through observing others (watching & mimicking others - monkey see monkey do)

(e.g. see someone use fork → learned how to use fork)

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Vicarious Conditioning

Conditioning of an animal to do a behavior that it observes in a member of the same or a different species

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Model

Learning through only observation & imitation

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Insight learning

Suddenly understand the relationships of parts of a problem & learn. X trial & error

(OMG I GET IT)

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Latent learning

Learning that occurs but is only demonstrated when there is an incentive for it

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Cognitive Maps

Mental understanding of an environment, formed through trial & error, observation

(e.g. mouse go through maze → hit dead ends, go back to start, observe other mice path → cognitive map/mental layout → complete, go to the end)