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Comprehensive vocabulary review flashcards covering behavioral contingencies, operant reinforcement schedules, observational learning, neural structures, and sensory-perceptual processes.
Law of Effect - Edward Thorndike
Behaviors that produce a positive (satisfying) outcome are repeated; behaviors leading to a negative outcome are not repeated. Favorable behaviors are "stamped in," unfavorable ones "stamped out." (Developed through puzzle box experiments.)
Trial-and-Error Learning (Edward Thorndike)
Cats in Thorndike's puzzle box learned to escape by trying behaviors; with each escape they got faster until they knew exactly what to do.
Operant Conditioning (Skinner)
Organisms learn to associate behavior with its consequences: pleasant consequence → behavior increases; unpleasant consequence → behavior stops. (e.g., show up to work, get paid.)
Stimulus (Antecedent)
Whatever comes before the behavior; usually an environmental cue (e.g., the Skinner box).
Response (Behavior)
The voluntary behavior (e.g., lever press)
Consequence
The outcome of the behavior (e.g., food administered)
Positive Reinforcement (PR)
Something good is given/added → behavior increases (e.g., praise/reward).
Negative Reinforcement (NR)
Something bad is taken away → behavior increases (e.g., take Tylenol, headache goes away)
Positive Punishment (PP)
Something bad is given/added → behavior decreases (e.g., spanking)
Negative Punishment (NP)
Something good is taken away → behavior decreases (e.g., taking away a phone).
Primary Reinforcers (Unconditioned)
Innate reinforcing/punishing qualities; value does not have to be learned. Reinforcers: food, water, temperature, sex. Punishers: extreme cold/hot, pain, a punch.
Secondary Reinforcers
No inherent value; value must be learned. Reinforcers: praise, money, grades, stickers, points. Punishers: speeding tickets, loss of privileges, ridicule, late fees.
Discriminative Stimulus
A stimulus that signals when reinforcement will or won't occur (e.g., a rat gets food for lever presses only when the orange light is on; the light is the SD)
Generalization
Responding in the same way to stimuli that are similar to the original SD/training stimulus (e.g., a child taught to say "dog" to the family pet says it to all dogs)
Stimulus Control
Behavior reliably occurs in the presence of the discriminative stimulus (SD) because it has been reinforced there, and not in its absence (e.g., stopping at a red light).
Discrimination
the SD signals when reinforcement is (or isn't) available, so behavior occurs when the SD is present (e.g., orange light).
Continuous Reinforcement
The organism receives a reinforcer every time it displays the behavior. Quickest way to teach a behavior (e.g., dog gets a treat every time it sits), but the behavior stops if reinforcement suddenly stops
Fixed Ratio (FR) Schedule
Reinforcement after a predictable number of responses (e.g., factory workers paid per x items). High response rate with a short pause after reinforcement
Variable Ratio (VR) Schedule
Reinforcement after an unpredictable number of responses (e.g., gambling). High, steady response rate with little if any pause.
Fixed Interval (FI) Schedule
Reinforcement at predictable time intervals (e.g., pain medication at set times). Scallop-shaped response pattern with a significant pause after reinforcement
Variable Interval (VI) Schedule
Reinforcement at unpredictable time intervals (e.g., checking Facebook). Moderate, steady response rate.
Shaping
Molding a new behavior by reinforcing successive approximations to the target behavior; reinforce movements closer to the goal
Prompting
Helps us learn the behavior: verbalizing (telling the person what to do), gesturing (body gestures indicating the correct action), and modeling (demonstrating what to do); physical prompts are also used
Fading
Gradually removing prompts.
Extinction
Withholding reinforcement for a previously reinforced behavior so the behavior decreases and eventually stops; it may briefly get worse first (extinction burst)
Spontaneous Recovery
The sudden reappearance of an extinguished behavior after a rest period, even though it is not reinforced again.
Time-out
Removing the person from the opportunity to earn reinforcement for a short period after a misbehavior (a form of negative punishment).
Response Cost
Taking away a reinforcer (points, money, privileges) after a misbehavior (a form of negative punishment, e.g., a fine or late fee).
Problems with punishment
Often administered inappropriately; creates anxiety, fear, rage; effectiveness often temporary; hard to deliver immediately; conveys little information; may actually reinforce behavior.
Observational Learning
Learning by watching others; no firsthand experience required. You observe someone else's behavior and its consequences, then decide whether to imitate it. (e.g., watching your father bag groceries, seeing a coworker praised, observing a sibling get in trouble)
Enactive Learning
Learning by doing: direct, firsthand experience with the behavior and its consequences (e.g., touching a hot stove and getting burned).
Steps of the Social learning theory
1) Observe behavior (watch someone perform an action) → 2) Note consequences (see what happens to them) → 3) Visualize outcomes (remember and imagine results) → 4) Decide to act (choose whether to imitate).
Imitation
Mimicking or copying another person's behavior.
Generalized Imitation
Imitating not just reinforced behaviors but any behavior the model displays (Baer & Sherman, 1964: children reinforced for imitating some behaviors also imitated unreinforced ones).
Deferred Imitation
Observing a model but not showing the learning until later (e.g., child watches mom set the table, days later sets it correctly by herself)
Vicarious Reinforcement
Learning by observing someone else receive positive consequences (e.g., seeing a coworker promoted motivates you to work harder).
Vicarious Punishment
Learning by observing someone else receive negative consequences (e.g., seeing someone ticketed for an illegal U-turn teaches you not to do it).
What happened in Bandura's Bobo Doll Experiment
Bandura (1965): 66 children (33 boys, 33 girls) watched a film of a model behaving aggressively toward a Bobo doll in one of three conditions: model rewarded (praised as a "strong champion," given treats), model punished (scolded as a bully and spanked), or no consequences. Children were then given free play with the doll.
Key Findings of Bobo Doll Experiment
Children who saw aggression tended to be aggressive themselves; punishment of the model reduced imitation; reinforcement of the model increased imitation; when offered incentives to show what they remembered, children showed they had learned the behaviors even if they hadn't performed them spontaneously.
Attention (How It Influences Imitation)
We're more likely to model behaviors by someone who commands our attention.
Memory (How It Influences Imitation)
We must remember what a model does in order to imitate it later.
Physical Ability (How It Influences imitation)
We must be able to convert what we see into action.
Motivation (How It Influences Imitation)
We need a reason to perform the observed behavior.
Skilled Models
Let us see what positive results look like when learning a new skill (to become an expert, watch an expert).
Unskilled Models
Make mistakes as often as they succeed, so we learn from both successes and failures in a more relatable way (e.g., watching your father at the batting cage).
Attractive Models
More likely to capture our attention than unattractive ones (Baker & Churchill, 1977); we're drawn to people we find appealing.
Education (Applications)
Teacher demonstrates how to solve a math problem, then uses prompt delays to encourage students to try independently; verbal, gestural, modeling, or physical prompts help if they struggle.
Therapy (Applications)
Therapist uses modeling to help clients overcome fears and anxieties; watching a model interact calmly with fear-evoking stimuli reduces anxiety and teaches coping behaviors
Workplace (Applications)
New employees learn procedures by watching trainers and coworkers model them (mentoring, shadowing, safety demonstrations); seeing a coworker rewarded motivates others (vicarious reinforcement).
Central Nervous System (CNS)
The brain (primary processing center) and the spinal cord (information highway).
Basic process of Information Flow
Detection (receptor cells in the five senses detect physical energy) → Transmission (stimulus is transduced into an electrical signal) → Interpretation (brain adds meaning) → Response (motor commands tell the body how to respond).
Pathway: sensory organs → thalamus → amygdala → prefrontal cortex → motor commands sent out.
Peripheral Nervous System (PNS)
Everything outside the brain and spinal cord; handles input and output.
Somatic Nervous System
Voluntary movement and sensory information.
Autonomic Nervous System
Regulates internal organs and involuntary functions.
Sympathetic Nervous System
Activates fight-or-flight when an event is emotionally important
Parasympathetic Nervous System
Returns the body to normal, the rest-and-digest state
Dendrites
Receiving end of a neuron
Soma
Center of the cell (with the nucleus); houses all nutrients to keep the cell healthy
Axon
Sends electrical signals
Myelin Sheath
Increases processing speed
Axon Terminals
End points where electrical impulses become chemical messages.
Resting Potential
Neuron is polarized: negative inside (-70mV), positive outside; ready to fire
Threshold of Excitation
Neuron must reach -55mV from resting -70mV to fire (all-or-nothing: it fires fully or not at all)
Depolarization
Adequate stimulation lets sodium (Na+) ions enter, making the inside positive and outside negative
Repolarization
Na+ channels close and potassium (K+) channels open; K+ exits, restoring a negative charge inside (voltage dips below -70mV before returning to rest)
Absolute Refractory Period
The period following an action potential during which a neuron cannot fire again under any circumstances, regardless of stimulation intensity.
Relative Refractory Period
The period following an action potential during which a neuron can fire again, but requires a stronger-than-normal stimulus to do so.
Reuptake
The presynaptic neuron reabsorbs excess neurotransmitters for future use
Enzymatic Degradation
Enzymes destroy excess neurotransmitters in the synaptic space
Receptor Binding
Neurotransmitters bind to specific receptor sites on the receiving neuron's dendrite (lock-and-key system)
Neurotransmitter Release
Electrical impulse reaches the axon terminal and stimulates synaptic vesicles, which release neurotransmitters into the synaptic space (gap/cleft).
Dopamine
Controls voluntary movements; the brain's reward system
Serotonin
Stable mood (low levels = depression).
Endorphins
Reduce pain; create calm and happiness
Norepinephrine
Arousal; fight or flight. (Low levels may be linked to pathological gambling.)
GABA
Inhibitory neurotransmitter; calms the brain, relieves anxiety and panic.
Glutamate
Excitatory neurotransmitter; concentration and focus; associated with learning and memory
Absolute Threshold
The least amount of energy needed to produce a sensation 50% of the time.
Difference Threshold
The smallest change in stimulation detectable 50% of the time
Rods
Photoreceptor cells numbering approximately 120 million, located exclusively in the retina, that govern peripheral and night vision.
Cones
Photoreceptor cells numbering approximately 8 million, situated in the fovea and retina, that govern daytime vision and color perception.
The Five Senses
Vision (eyes), hearing (ears), taste (mouth), smell (nose), and touch (skin). Receptor cells transduce physical energy into neural energy; afferent (sensory) neurons carry it up to the brain.
Hearing Process
Sound waves (vibrations) enter the outer ear and hit the eardrum → three middle-ear bones (hammer, anvil, stirrup) amplify them → the cochlea's hair cells transduce vibrations into neural signals → the auditory nerve carries them → thalamus → auditory cortex in the temporal lobe
Five Tastes
Sweet, salty, bitter, sour, savory (chemical receptors). Flavor = taste + smell.
Smell Function
Chemical sense; smells can trigger behavior (e.g., food smells induce eating)
Touch Receptors
Touch, temperature, and pain (nociception); skin is our largest sense organ.
Perception
The process of adding meaning to raw sensory data (bottom-up = sensation; top-down = perception).
Perceptual Set
Our prejudices, beliefs, biases, experiences, and mood affect how we interpret sensory events, so the same stimulus can be perceived differently (e.g., feeling good in the morning vs. stressed by evening).
Figure-Ground
The figure stands out from its environment (horse = figure, field = ground).
Law of Proximity
A Gestalt grouping principle stating that Objects close together are perceived as belonging together.
Law of Similarity
A Gestalt grouping principle stating that Objects with the same size, shape, or color are perceived as part of a pattern
Law of Closure
A Gestalt grouping principle describing the visual tendency to mentally fill in gaps and perceive incomplete figures as whole objects, or Our tendency to mentally complete incomplete objects.
Law of Continuity
A Gestalt principle stating that Items that appear to continue a pattern are seen as part of that pattern (good continuation)
Law of Prägnanz
A Gestalt principle stating that we perceive objects in the simplest form possible (simplicity)
Medulla
Regulates breathing, heart rate, and blood pressure.
Pons
Connects the cerebellum and medulla; transfers messages between brain parts and the spinal cord.
Reticular Formation
Controls alertness and attention.
Cerebellum
Balance and muscle coordination; learning simple responses and acquired reflexes (classical conditioning).
Thalamus
Major sensory relay center for all senses except smell
Hypothalamus
Survival drives; temperature regulation; autonomic nervous system control.