Albert Bandura: Social Cognitive Theory Flashcards

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A complete set of 100 vocabulary flashcards covering Albert Bandura's life, Social Cognitive Theory, the Bobo Doll experiment, and the mechanics of observational learning and self-efficacy.

Last updated 5:38 PM on 5/17/26
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77 Terms

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Behavioral Approach

The psychological school of thought to which Albert Bandura’s work initially belonged.

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Social Learning Theory (SLT)

A theory suggesting that personality is shaped by reinforcement as well as learning through observation and imitation.

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Reinforcement

A factor that influences directing behavior, though Bandura argues it is not the only factor.

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Observation

The process through which we learn behavior by watching others, according to Bandura.

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Observational Learning

Learning that occurs by watching others, known as models.

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Imitation and Modelling

Behavior that is reproduced by seeing other people, referred to as the model.

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Vicarious Reinforcement

Learning by observing the outcome of others’ actions to determine if the behavior is desirable or undesirable.

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Outcome Observation

Part of vicarious reinforcement where the observer analyzes if the model's behavior was scrutinized or reinforced by society.

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Identification via Environment

The process of using the environment to help identify whether or not to imitate an observed behavior.

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The Bobo Doll Experiment (1961)

A study demonstrating that children can learn behavior simply by watching others without direct reinforcement.

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Experimental Group (Bobo study)

A group of children exposed to a violent video of an adult punching and kicking the Bobo doll before being placed in a laboratory.

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Control Group (Bobo study)

The group of children in the experiment who were not exposed to a violent video and did not become violent.

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Violent Video (Bobo study)

A stimulus showing an adult punching and kicking the doll where no one corrected the behavior as unacceptable.

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Direct Reinforcement

A traditional behaviorist concept that Bandura proved was not necessary for learning to occur.

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Proper Supervision

A factor that, when absent, may lead children to simply imitate observable behavior whether it is right or wrong.

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Verbal Modeling

A technique that induces certain behaviors by providing instructions or fully explaining activities, such as teaching how to drive.

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Disinhibition

The weakening of an inhibition or restraint through exposure to a model, such as people starting a riot in a crowd.

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Bad Models

Models that display negative behaviors, such as parents showing fear during thunderstorms, which children may adopt into adulthood.

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Positive behaviors

Learned traits such as strength, courage, and optimism acquired from parents and other models.

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Characteristics of the Modeling Situation

The specific traits of the model and the observer that influence the likelihood of imitation.

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Models Who Are Like Us

The principle that we are more influenced by models who appear similar to us in obvious and significant ways.

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Age and Sex of Models

Factors suggesting we are likely to model behavior after someone our own age and of the same sex.

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Status of Models

Factors like prestige that influence how likely a model is to be imitated.

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High complex behaviors

Actions that are not imitated as quickly and readily as simpler behaviors.

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Hostile and aggressive behaviors

Types of behaviors that tend to be strongly imitated, especially by children.

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Infant modeling requirement

The necessity for modeled behavior to be repeated several times after an infant's initial attempt to duplicate it.

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Sensorimotor development range

The developmental boundary within which a behavior must fall for an infant to successfully model it.

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Reinforcement for Younger Children

Commonly involves tangible rewards such as food.

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Reinforcement for Older Children

Commonly involves social rewards such as signs of approval.

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Attributes of the Observers

Internal characteristics, such as self-confidence or self-esteem, that affect the likelihood of imitation.

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Low Self-Confidence/Self-Esteem

Attributes that make people much more likely to imitate a model’s behavior.

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The Processes of Observational Learning

The specific stages required for observational learning, including attention, retention, production, and incentive.

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Attentional Processes

Developing cognitive and perceptual skills to pay sufficient attention to a model to perceive displayed behavior accurately.

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Retention Processes

Remembering the model’s behavior using mental images and verbal descriptions to repeat it at a later time.

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Production Processes

Translating mental images or verbal representations of a model’s behavior into overt physical behavior.

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Incentive and Motivational Processes

Perceiving that a model’s behavior leads to a reward and expecting the same consequence for oneself.

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Driver’s Education Class (Attention)

An example of attentional processes, specifically staying awake to perceive instructions.

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Note-taking (Retention)

An example of retention processes used to store a driver's actions for later recall.

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Practicing Shifting Gears (Production)

An example of production processes where mental representations are turned into physical practice and feedback.

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Receiving a Driver's License (Incentive)

An example of an incentive process where the expectation of a reward motivates performance.

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Reciprocal Determinism

Proposed the idea that personality is influenced by the constant interaction of person, behavior, and environment.

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Factor: Person

One of the three factors in reciprocal determinism including cognitive factors and emotions.

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Factor: Behavior

One of the three factors in reciprocal determinism including actions, efforts, and choices.

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Factor: Environment

One of the three factors in reciprocal determinism including social and environmental influences.

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Active Participants

The role of person, behavior, and environment in shaping one's behavior according to reciprocal determinism.

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Hostile Environment Interaction

The concept that if an environment is undesirable, an observer may choose not to imitate it unless the environment supports it.

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Self-Reinforcement

Self-administered reinforcement that can be tangible or emotional.

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Tangible Self-Reinforcement

Purchasing physical objects for oneself, such as new gym shoes or a car, as a reward.

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Emotional Self-Reinforcement

Feelings of pride or satisfaction resulting from a job well done.

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Self-administered punishment

Internalized negative consequences such as feelings of shame, guilt, or depression for not meeting personal standards.

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Self-Efficacy

The belief in one’s own ability to succeed in a specific situation.

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High Self-efficacy

A state where individuals engage in challenging tasks, persist through difficulties, and use adaptive coping strategies.

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Low Self-efficacy

A state where individuals avoid challenging situations, give up easily, and feel helpless.

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Self-esteem vs. Self-Efficacy

The distinction that while high self-efficacy often links to high self-esteem, not all individuals with high self-esteem possess high self-efficacy.

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Sources of Self-Efficacy

The four origins of self-belief: Mastery Experiences, Vicarious Experience, Social Persuasion, and Emotional States.

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Mastery Experiences

The most influential source of self-efficacy, where past successes increase belief in one's ability through consistency and effort.

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Vicarious Experience

A source of self-efficacy where observing others' successes and failures leads to imitating their traits.

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Social Persuasion

The encouragement or discouragement received from others that influences self-belief depending on the perception of the feedback.

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Emotional States

Positive or negative emotions that can influence an individual's level of self-confidence.

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Group Self-Efficacy

A shared belief among a group of people that they can succeed together.

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Behavior Modification Modeling

Using modeling as an effective way to relearn or change behavior, such as helping children overcome a fear of dogs.

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Guided Participation

A behavior modification technique involving watching a live model and then participating with that model.

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Covert Modeling

A technique where subjects imagine a model coping with a threatening situation without actually seeing the model.

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CBT (Cognitive-behavioral therapies)

A modern therapy approach that builds on Bandura’s ideas of self-efficacy and observational learning.

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Cognitive Factors

Elements included under the 'Person' factor of reciprocal determinism, along with emotions.

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Adaptive coping strategies

Methods used by people with high self-efficacy when facing difficulties.

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Manifested actions

What 'Behavior' refers to in the triad of reciprocal determinism.

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Hostile behaviors (Children)

Simpler behaviors that are strongly and quickly imitated by children during modeling.

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Sensorimotor development

The developmental stage an infant must be at to duplicate a modeled behavior.

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Social Persuasion feedback

External messages whose impact on self-efficacy depends on how the individual perceives them.

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Consistency, time, and effort

The requirements for Mastery Experiences to effectively increase self-efficacy.

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Mental images

Cognitive representations used in the retention process to store a model's behavior.

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Verbal descriptions

The use of words to encode and remember a model's actions during the retention phase.

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Physical practice

The actual execution of a behavior during the production process stage.

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Shame and guilt

Emotional expressions of self-administered punishment for failing to behave as intended.

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Challenging tasks

The type of activities people with high self-efficacy are more likely to engage in.

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Helplessness

A feeling often experienced by individuals with low self-efficacy when they give up on tasks.