Psychology - Classical Conditioning: Pavlov!

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43 Terms

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Unconditioned Stimulus (US):

brings about response without needing to be learned (food)

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Unconditioned Response (UR)

response that naturally occurs without training (salivate)

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Neutral Response (NS)

stimulus that normally doesn’t evoke a response (bell)

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Conditioned Stimulus (CS)

once neutral stimulus that now brings about a response (bell)

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Conditioned Response (CR)

response that, after conditioning, follows a CS (salivate)

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Contiguity

Timing of the pairing, NS/CS must be presented immediately BEFORE the US

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Acquisition

process of learning the response pairing

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Extinction

previously conditioned response dies out over time

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Spontaneous Recovery

After a period of time the CR comes back out of nowhere

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Generalization

CR to like stimuli (similar sounding bell)

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Discrimination

Cr to ONLY the CS

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Contingency Model: Rescorla & Wagner

classical conditioning involves cognitive processes

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Conditioned Taste Aversion (One-Trial Learning): John Garcia

Innate predispositions can allow classical conditioning to occur in one trial (food poisoning)

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Counterconditioning: Little Albert and John Watson (father of behaviorism)

conditioned a fear in a baby (only to countercondition - remove it- later on)

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Operant Conditioning

Learning process where voluntary behaviors are modified by associating them with consequences

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Law of Effect (Thorndike)

Behaviors followed by positive outcomes are strengthened, negative outcomes weaken a behavior (cat in the puzzle box)

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Positive Reinforcement

Add something nice to increase a behavior (gold star for turning in HW)

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Negative Reinforcement

Take away something bad/annoying to increase a behavior (put on seatbelt to take away annoying car signal)

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Positive Punishment

Add something bad to decrease a behavior (spanking)

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Negative Punishment

Take away something good to decrease a behavior (take away car keys)

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Primary Reinforcers

innately satisfying (food and water)

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Secondary Reinforcers

everything else (stickers, high-fives)

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Token Reinforcer

type of secondary- can be exchanged for other stuff (game tokens or money)

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Generalization

respond to similar stimulus for reward

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Discrimination

stimulus signals when behavior will or will not be reinforced (light on means response are accepted)

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Extinction/Spontaneous Recovery

same as classical conditioning

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Premack Principle

high probability activities reinforce low probability activities (get extra mins at recess of everyone turns in their HW)

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Overjustification Effect

reinforcing behaviors that are intrinsically motivating causes you to stop doing them (give a child 5$ for when they already like to read - they stop reading)

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Shaping

use successive approximations to train behavior (reward desired behaviors to teach a response - rat basketball)

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Chaining

tie together several behaviors

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Continuous Reinforcement schedule

Receive reward for every response

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Fixed Ratio schedule

Reward every X number of response (every 10 envelopes stuffed get $$)

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Fixed Interval schedule

Reward every X amount of time passed (every 2 weeks get a paycheck)

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Variable schedules are most resistant to extinction

how long will you keep playing a slot machine before you think its broken?

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Variable Ratio schedule

Rewarded after a random number of responses (slot machine)

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Variable Interval schedule

Rewarded after a random amount of time has passed (fishing)

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Modeling Behaviors

Children model (imitate) behaviors. Study used BoBo dolls to demonstrate behaviors

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Prosocial

helping behaviors

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Antisocial

mean behaviors

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Latent learning (Tolman)

learning is hidden until useful (rats in maze get reinforce half way through, performance improved

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Cognitive maps

mental representation of an area, allows navigation if blocked

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Insight Learning (Kohler)

some learning is through simple intuition (chimps with crates to get bananas)

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Learned Helplessness (Seligman)

no matter what you do you never get a positive outcome so you just give up (word scrambles)