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Unconditioned Stimulus (US):
brings about response without needing to be learned (food)
Unconditioned Response (UR)
response that naturally occurs without training (salivate)
Neutral Response (NS)
stimulus that normally doesn’t evoke a response (bell)
Conditioned Stimulus (CS)
once neutral stimulus that now brings about a response (bell)
Conditioned Response (CR)
response that, after conditioning, follows a CS (salivate)
Contiguity
Timing of the pairing, NS/CS must be presented immediately BEFORE the US
Acquisition
process of learning the response pairing
Extinction
previously conditioned response dies out over time
Spontaneous Recovery
After a period of time the CR comes back out of nowhere
Generalization
CR to like stimuli (similar sounding bell)
Discrimination
Cr to ONLY the CS
Contingency Model: Rescorla & Wagner
classical conditioning involves cognitive processes
Conditioned Taste Aversion (One-Trial Learning): John Garcia
Innate predispositions can allow classical conditioning to occur in one trial (food poisoning)
Counterconditioning: Little Albert and John Watson (father of behaviorism)
conditioned a fear in a baby (only to countercondition - remove it- later on)
Operant Conditioning
Learning process where voluntary behaviors are modified by associating them with consequences
Law of Effect (Thorndike)
Behaviors followed by positive outcomes are strengthened, negative outcomes weaken a behavior (cat in the puzzle box)
Positive Reinforcement
Add something nice to increase a behavior (gold star for turning in HW)
Negative Reinforcement
Take away something bad/annoying to increase a behavior (put on seatbelt to take away annoying car signal)
Positive Punishment
Add something bad to decrease a behavior (spanking)
Negative Punishment
Take away something good to decrease a behavior (take away car keys)
Primary Reinforcers
innately satisfying (food and water)
Secondary Reinforcers
everything else (stickers, high-fives)
Token Reinforcer
type of secondary- can be exchanged for other stuff (game tokens or money)
Generalization
respond to similar stimulus for reward
Discrimination
stimulus signals when behavior will or will not be reinforced (light on means response are accepted)
Extinction/Spontaneous Recovery
same as classical conditioning
Premack Principle
high probability activities reinforce low probability activities (get extra mins at recess of everyone turns in their HW)
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)
Shaping
use successive approximations to train behavior (reward desired behaviors to teach a response - rat basketball)
Chaining
tie together several behaviors
Continuous Reinforcement schedule
Receive reward for every response
Fixed Ratio schedule
Reward every X number of response (every 10 envelopes stuffed get $$)
Fixed Interval schedule
Reward every X amount of time passed (every 2 weeks get a paycheck)
Variable schedules are most resistant to extinction
how long will you keep playing a slot machine before you think its broken?
Variable Ratio schedule
Rewarded after a random number of responses (slot machine)
Variable Interval schedule
Rewarded after a random amount of time has passed (fishing)
Modeling Behaviors
Children model (imitate) behaviors. Study used BoBo dolls to demonstrate behaviors
Prosocial
helping behaviors
Antisocial
mean behaviors
Latent learning (Tolman)
learning is hidden until useful (rats in maze get reinforce half way through, performance improved
Cognitive maps
mental representation of an area, allows navigation if blocked
Insight Learning (Kohler)
some learning is through simple intuition (chimps with crates to get bananas)
Learned Helplessness (Seligman)
no matter what you do you never get a positive outcome so you just give up (word scrambles)