AP Psychology Unit 3 Vocabulary

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Last updated 4:41 AM on 12/8/22
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159 Terms

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Learning
a relatively permanent/long-lasting change in behavior as a result from practice or experience
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Behaviorism
observable behavior
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Associative learning
process by which an element is taught through association with a separate pre-existing element
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Classical conditioning
involuntary natural reflexive response to a neutral stimuli
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Acquisition
a new learning has been obtained
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Unconditioned stimulus
brings about a response without any learning
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Unconditioned response
a natural reflexive response
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Conditioned stimulus
brings about a response through training
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Conditioned response
trained reflexive response
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extinction
when a conditioned stimulus no longer elicits a conditioned response
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Spontaneous recovery
the response was extinct, but sometimes after, a conditioned response will elicit a response
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Generalization
similar stimuli will elicit a conditioned response
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Discrimination
able to tell the difference between similar stimuli (similar stimuli don't elicit a conditioned response)
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Aversive Conditioning
conditioning to have a negative response (ex: Little Albert fearing rats)
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Taste Aversion
a conditioned dislike for and avoidance of a particular food that develops when the subject becomes ill after eating the food
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Garcia Effect
an aversion or distaste for a particular taste or smell that was associated with a negative reaction (shows biological limits of classical conditioning)
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Second/Higher order conditioning
once the CS elicits the CR, the CS can then be used as a US to get a response (new CS never paired with original US)
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Trace conditioning
presenting the CS and then a US with a half second gap
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Simultaneous Conditioning
present the US and CS at the same time (usually accidental and takes longer)
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Backward conditioning
present US first and then the CS (more temporary and takes longer)
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Operant Conditioning
a type of learning based on rewards and punishment (behaviors are altered by the consequences that follow)
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Law of Effect
(Thorndike) If consequences are pleasant, the likelihood of that behavior will increase and vice versa
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Skinner box
an experimental environment that is better suited to examine the more natural flow of behavior (shows people have no free will and will only react to awards and punishments)
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Shaping
reinforce behavior that comes closer to a desired behavior (successive approximation to a goal)
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Chaining
only reward when you get to that goal (succession of events to reach the final goal)
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Reinforcement
any stimulus that makes an event more likely to occur
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Extrinsic
comes from outside the individual (performance of an activity to obtain a goal)
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Intrinsic
driven by enjoyment or the interest of the task itself
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Primary reinforcer
(unconditioned) an innate biological need (ex: food & hunger)
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Secondary reinforcer
(conditioned) reinforcers that has to be learned (ex: mansion vs shelter)
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Generalized reinforcer
things that are overall pleasing (ex: money & praise)
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Positive reinforcement
addition of a desirable stimulus to increase the likelihood of behavior
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Negative reinforcement
removal of an aversive stimulus to increase the likelihood of behavior
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Punishment
any stimulus that decreases or stops a behavior
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Positive punishment
addition of an aversive stimulus to decrease the likelihood of a behavior
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Negative punishment
(also known as omission training) removal of desired stimulus to decrease the likelihood of a behavior
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Escape learning
learn to terminate an aversive stimulus (ex: get in trouble to get kicked out of a class you don't like)
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Avoidance learning
avoiding an aversive stimulus altogether (ex: ditch the class you don't like)
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Superstitious behavior
behavior that cannot be logically explained and reinforced/punished due to accidental timing (brain just happened to connect the 2)
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Continuous Reinforcement
behavior is rewarded every time (fastest way to go extinct & to be learned)
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Partial reinforcement
behavior is sometimes reinforced (slower but greater resistance to extinction)
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Fixed ratio
reinforced after a set number of responses/attempts
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Variable ratio
reinforced after a random number of responses (the strongest; ex: gambling)
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Fixed interval
reinforced at a certain time
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Variable interval
reinforced after varying times
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Token economy
trade tokens (little reinforcers) for bigger reinforces (gather tickets for a bigger prize)
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Premack Principle
using a preferred activity to reinforce an unpreferred activity (ex: must eat broccoli for more game time)
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Overjustification
giving a reward for something that is intrinsically pleasing often backfires
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Habituation
the loss of responsiveness to a reward or a punishment
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Fading
the gradual pulling away of a reward or punishment that will still elicit the same response
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Counterconditioning
when you uncondition a previously conditioned response
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Language
a written/spoken expression of ideas
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Instinctive Drift
when organisms have a tendency to revert to unconscious and automatic behavior that could interfere with learned behaviors from operant conditioning
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Neuromodulators
a substance that can change the effect on a nerve of other neurotransmitters (strengthens the synapse between sensory & motor neurons)
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Cognitive learning
learning that requires thinking
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Contingency model of classical conditioning
(Rescorla) some thought is required in some classical conditioning (anticipation for reward/punishment = thought)
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Social Learning Theory
(Bandura) we learn through observation, modeling, & imitation
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Observational learning
learning through modeling behavior (ex: bobo doll)
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Vicarious learning
experienced in the imagination through someone else's actions
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disinhibition
watching someone else partake in a threatening activity successfully increases the likelihood we will take in the same activity
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mirror neurons
a neuron that is activated by performing an action and watching someone else performing the action
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Latent learning
(Tolman) learning that becomes evident only after a reward is offered
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Abstract learning
understanding concepts, not just rewards and punishments
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Insight Learning
(Kohler) immediate answers/solutions to problems or ideas (aha! moment)
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Cognition
mental processes involved in thinking, memory, and language
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Thinking
mental process with image (visual pictures in brain), concept (a mental category that groups objects), and basic concept (more specific than the concept; ex: apples from fruits)
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Prototype
the most typical example of a concept (especially representative)
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Cognitive Schema
a mental representation of how we expect the world to be based on experiences
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Cognitive map
method used to construct and accumulate spatial knowledge
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Original thought
thinking that hasn't been done before (difficult to come up with)
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Reasoning
purposeful mental activity that operates on information to reach answers and conclusions
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Algorithm
a problem-solving (methodical) strategy to produce a solution even if the user doesn't know how it works
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Deductive reasoning
drawing conclusions from a set of premises/observations/clues
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Inductive reasoning
used to generate a hypothesis (premises provide support for a conclusion but possible it is false)
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Heuristics
a simple thinking strategy that often allows us to solve a problem efficiently (ex: rule of thumb)
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Availability Heuristic
judging a situation based on examples/similar situations that come to the mind first (bias)
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Representative Heuristic
judging a situation based on how similar the aspects are to prototypes the person holds in their mind
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Overconfidence
our tendency to overestimate how accurate our judgements are
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Belief bias
make illogical conclusions to confirm pre-exisiting beliefs (makes incorrect answers)
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Belief perseverence
maintain a belief even after the evidence is contradictory
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Rigidity
(mental set) fall into established thought patterns
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Framing
how a question is set up
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Functional fixedness
inability to see a new use for an object
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Confirmation bias
look for evidence to confirm our beliefs
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Convergent thinking
thinking that's pointed towards one solution (follow the steps)
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Divergent thinking
looking for multiple solutions to a problem/question
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Cognitive dissonance
the tension that occurs when we hold 2 thoughts that are psychologically inconsistent (beliefs conflict with actions)
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Meta Cognition
analyzing your thoughts
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Phenomes
smallest unit of sound in a language
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Morphemes
smallest unit of meaningful sound
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Grammar
system of rules that enables us to communicate with each other
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Semantics
set of rules deriving meaning from sound
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Syntax
set of rules for combining words into sentences
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Prosody
tone or inflection in language that adds meaning without changing the words
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Babbling
(Stage 1) Practicing phenomes and is innate
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Holophrastic
(Stage 2) one-word stage & around one-year old
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Telegraphic
(stage 3) around 18 months and combine words into simple commands
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Overgeneralization
overuse of grammatical rules (not random)
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Behaviorist
(Skinner) language learned by observation/modeling, reinforcement, & imitation
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Language Acquisition Device
(Chomsky) brain is pre-wired to language and eventually to that one language

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