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Lowe et al. (2004) - aim
investigated the potential role of social learning in promoting healthy eating in British school children, specifically to increase fruit and vegetable consumption
Lowe et al. (2004) - sample
749 children aged 5-11 in two inner-city London primary schools; one was the control, one underwent the Food Dudes Program
Lowe et al. (2004) - three key measures
1) food choice observed on a 5-point rating scale at lunch 2) weight of fruit consumed at snack time (ages 5-7) 3) parent questionnaires recalling eating behaviors
Food Dudes Program - procedure
over 16 days children watched video adventures featuring the Food Dudes (young superheroes fighting Junk Punks); teachers read letters from the Food Dudes; children received a Home Pack to encourage eating fruit and veg at home
Lowe et al. (2004) - results
significant increase in fruit and vegetable consumption at school and at home; children who ate only 4% of fruit given went up to eating 68% after watching the series; effects lasted 4 months after the program
Lowe et al. (2004) - control school result
no change in fruit and vegetable consumption rates without the Food Dudes intervention
Watson and Rayner (1920) - aim
to explore whether emotional responses could be learned through classical conditioning using an infant known as Albert B.
Little Albert - procedure
paired a white rat (neutral stimulus) with a loud noise from striking a metal bar (unconditioned stimulus); after several pairings Albert cried at the sight of the rat alone - classical conditioning
Little Albert - result
Albert showed fear (conditioned response) to the white rat even without the loud noise
Aversion therapy
pairing an unwanted behavior with something unpleasant to create a negative emotional response (e.g. pairing alcohol with nausea inducing drugs)
Meyer and Chesser (1970) - aim
to reduce alcohol consumption in individuals with alcohol dependence using classical conditioning
Meyer and Chesser (1970) - procedure
participants given apomorphine which induces nausea and vomiting then exposed to the sight smell and taste of alcohol; repeated multiple times to form a conditioned aversion
Meyer and Chesser (1970) - results
many developed a strong aversion to alcohol; some reported reduced cravings or abstinence; results were mixed and relapse rates increased after several months without continued support
Strack and Mussweiler (1997) - key finding
participants were given both plausible and implausible anchors; high anchors led to higher absolute judgments than low anchors across multiple questions
Anchoring bias
the heavy reliance on the first piece of information we intake which acts as an anchor when making decisions
Confirmation bias
the heavy focus on information that aligns with our beliefs and the discounting of information that does not
Three ways confirmation bias happens
selective exposure (only surrounding yourself with things you believe); selective perception (filtering out info that does or doesn't confirm your beliefs); selective retention (only remembering things that confirm your beliefs and forgetting what doesn't)
System 1 thinking
fast automatic intuitive thinking with minimal effort; prone to assumptions and bias such as emotional first reactions
System 2 thinking
slow deliberate effortful mode of reasoning; less likely to think this way due to effort; minimizes errors and involves analysis
Lord, Ross, and Lepper (1979) - aim
to test the effect of confirmation bias at Stanford University
Lord et al. (1979) - sample
48 undergraduate students who held opposing viewpoints on capital punishment
Lord et al. (1979) - procedure
students evaluated two fictitious studies on the topic of capital punishment and did not know the studies were fake
Lord et al. (1979) - results
participants pre-existing opinions heavily influenced their responses; both groups felt more committed to their original position after reading; further polarization of existing beliefs occurred
Green and Bavelier (2003) - aim
to investigate whether playing action video games can improve visual attention
Green and Bavelier (2003) - sample
16 males aged 18-23; VGPs played action games 4 or more days per week for 1 or more hour per day for 6 months; NVGPs had little to no video game usage in the past 6 months
Green and Bavelier (2003) - task
flanker compatibility task: decide if a square or diamond appeared within one of six circles while ignoring a distractor shape outside the rings in compatible or incompatible conditions
Green and Bavelier (2003) - results
VGPs could identify the target shape much more quickly and were not distracted by shapes outside the circles; at difficulty levels where NVGPs depleted attentional resources VGPs still had sufficient resources
Green and Bavelier (2003) - conclusion
video game playing increases the capacity of the visual attention system by speeding up perceptual processes leaving more attentional resources available
Selective (focused) attention
the ability to filter and focus on relevant information while ignoring distractions; inattentional blindness is very common
Schema theory (Omar scenario)
Omar's previous school schema (working independently) conflicted with his new school's norms (group work); he avoided group tasks and was seen as unfriendly because he was applying the wrong schema
Classical conditioning key terms
neutral stimulus, unconditioned stimulus, unconditioned response, conditioned stimulus, conditioned response
Operant conditioning key terms
positive reinforcement, positive punishment, negative reinforcement, negative punishment, fixed schedule, variable schedule
Fixed ratio schedule
reinforcement is given after a set number of responses
Fixed interval schedule
reinforcement is given based on time such as getting paid every 2 weeks
Gambler's fallacy
the belief that past random events affect future ones such as believing you are bound to win after many losses
Filter bubble
an algorithm showing you only similar or related content based on what you search or enjoy which creates an echo chamber
Loss aversion
the negative impact of a loss is felt more strongly than the positive impact of a gain; negative impact is about twice as strong as positive
Conjunction fallacy
believing a more specific scenario is more likely than a general one