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Sorry other parts of Unit 3 I made flashcards on paper.
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Stability vs Change
Early traits stable through life / change over time?
Heredity, early experiences → stable traits
Later experiences → changing traits
Nature vs Nurture
Nature: Biological & genetics → actions & identity
Nurture: Environment & how you were raised → behavior & traits
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)
Behavioral Perspective
Examines how observable behaviors are learned & reinforced through interactions with the environment
Studying observable, objective facts, instead of subjective mental processes & introspection
Associative learning
Process of acquiring new & enduring info where someone forms connections between events that happen together
Classical conditioning
Operant conditioning
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))
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))
Spontaneous Recovery
Reappearance, after a pause, of an extinguished conditioned response
(e.g. Now watch minecraft movie (CS) → Suddenly Hunger (CR))
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))
Generalization
Stimulus similar to CS → CR
(e.g. play minecraft game (similar to minecraft movie)→ hunger (CR))
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))
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)
One-trial conditioning
1 training trial → master skill
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)
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)
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)
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)
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)
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)
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))
Reinforcement discrimination
Only give reinforcement after correct behavior, X reinforcement after wrong / other behaviors
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)
Instinctive drift
Tendency of learned behavior to gradually revert to biologically predisposed patterns
(e.g. monkeys learned to not fight → fight (survival competition))
Learned helplessness
Repeated attempts to control a situation fail → feel helpless, X escape punishment → don’t even try anymore, depression
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
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)
Vicarious Conditioning
Conditioning of an animal to do a behavior that it observes in a member of the same or a different species
Model
Learning through only observation & imitation
Insight learning
Suddenly understand the relationships of parts of a problem & learn. X trial & error
(OMG I GET IT)
Latent learning
Learning that occurs but is only demonstrated when there is an incentive for it
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)