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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.
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Behavioral Approach
The psychological school of thought to which Albert Bandura’s work initially belonged.
Social Learning Theory (SLT)
A theory suggesting that personality is shaped by reinforcement as well as learning through observation and imitation.
Reinforcement
A factor that influences directing behavior, though Bandura argues it is not the only factor.
Observation
The process through which we learn behavior by watching others, according to Bandura.
Observational Learning
Learning that occurs by watching others, known as models.
Imitation and Modelling
Behavior that is reproduced by seeing other people, referred to as the model.
Vicarious Reinforcement
Learning by observing the outcome of others’ actions to determine if the behavior is desirable or undesirable.
Outcome Observation
Part of vicarious reinforcement where the observer analyzes if the model's behavior was scrutinized or reinforced by society.
Identification via Environment
The process of using the environment to help identify whether or not to imitate an observed behavior.
The Bobo Doll Experiment (1961)
A study demonstrating that children can learn behavior simply by watching others without direct reinforcement.
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.
Control Group (Bobo study)
The group of children in the experiment who were not exposed to a violent video and did not become violent.
Violent Video (Bobo study)
A stimulus showing an adult punching and kicking the doll where no one corrected the behavior as unacceptable.
Direct Reinforcement
A traditional behaviorist concept that Bandura proved was not necessary for learning to occur.
Proper Supervision
A factor that, when absent, may lead children to simply imitate observable behavior whether it is right or wrong.
Verbal Modeling
A technique that induces certain behaviors by providing instructions or fully explaining activities, such as teaching how to drive.
Disinhibition
The weakening of an inhibition or restraint through exposure to a model, such as people starting a riot in a crowd.
Bad Models
Models that display negative behaviors, such as parents showing fear during thunderstorms, which children may adopt into adulthood.
Positive behaviors
Learned traits such as strength, courage, and optimism acquired from parents and other models.
Characteristics of the Modeling Situation
The specific traits of the model and the observer that influence the likelihood of imitation.
Models Who Are Like Us
The principle that we are more influenced by models who appear similar to us in obvious and significant ways.
Age and Sex of Models
Factors suggesting we are likely to model behavior after someone our own age and of the same sex.
Status of Models
Factors like prestige that influence how likely a model is to be imitated.
High complex behaviors
Actions that are not imitated as quickly and readily as simpler behaviors.
Hostile and aggressive behaviors
Types of behaviors that tend to be strongly imitated, especially by children.
Infant modeling requirement
The necessity for modeled behavior to be repeated several times after an infant's initial attempt to duplicate it.
Sensorimotor development range
The developmental boundary within which a behavior must fall for an infant to successfully model it.
Reinforcement for Younger Children
Commonly involves tangible rewards such as food.
Reinforcement for Older Children
Commonly involves social rewards such as signs of approval.
Attributes of the Observers
Internal characteristics, such as self-confidence or self-esteem, that affect the likelihood of imitation.
Low Self-Confidence/Self-Esteem
Attributes that make people much more likely to imitate a model’s behavior.
The Processes of Observational Learning
The specific stages required for observational learning, including attention, retention, production, and incentive.
Attentional Processes
Developing cognitive and perceptual skills to pay sufficient attention to a model to perceive displayed behavior accurately.
Retention Processes
Remembering the model’s behavior using mental images and verbal descriptions to repeat it at a later time.
Production Processes
Translating mental images or verbal representations of a model’s behavior into overt physical behavior.
Incentive and Motivational Processes
Perceiving that a model’s behavior leads to a reward and expecting the same consequence for oneself.
Driver’s Education Class (Attention)
An example of attentional processes, specifically staying awake to perceive instructions.
Note-taking (Retention)
An example of retention processes used to store a driver's actions for later recall.
Practicing Shifting Gears (Production)
An example of production processes where mental representations are turned into physical practice and feedback.
Receiving a Driver's License (Incentive)
An example of an incentive process where the expectation of a reward motivates performance.
Reciprocal Determinism
Proposed the idea that personality is influenced by the constant interaction of person, behavior, and environment.
Factor: Person
One of the three factors in reciprocal determinism including cognitive factors and emotions.
Factor: Behavior
One of the three factors in reciprocal determinism including actions, efforts, and choices.
Factor: Environment
One of the three factors in reciprocal determinism including social and environmental influences.
Active Participants
The role of person, behavior, and environment in shaping one's behavior according to reciprocal determinism.
Hostile Environment Interaction
The concept that if an environment is undesirable, an observer may choose not to imitate it unless the environment supports it.
Self-Reinforcement
Self-administered reinforcement that can be tangible or emotional.
Tangible Self-Reinforcement
Purchasing physical objects for oneself, such as new gym shoes or a car, as a reward.
Emotional Self-Reinforcement
Feelings of pride or satisfaction resulting from a job well done.
Self-administered punishment
Internalized negative consequences such as feelings of shame, guilt, or depression for not meeting personal standards.
Self-Efficacy
The belief in one’s own ability to succeed in a specific situation.
High Self-efficacy
A state where individuals engage in challenging tasks, persist through difficulties, and use adaptive coping strategies.
Low Self-efficacy
A state where individuals avoid challenging situations, give up easily, and feel helpless.
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.
Sources of Self-Efficacy
The four origins of self-belief: Mastery Experiences, Vicarious Experience, Social Persuasion, and Emotional States.
Mastery Experiences
The most influential source of self-efficacy, where past successes increase belief in one's ability through consistency and effort.
Vicarious Experience
A source of self-efficacy where observing others' successes and failures leads to imitating their traits.
Social Persuasion
The encouragement or discouragement received from others that influences self-belief depending on the perception of the feedback.
Emotional States
Positive or negative emotions that can influence an individual's level of self-confidence.
Group Self-Efficacy
A shared belief among a group of people that they can succeed together.
Behavior Modification Modeling
Using modeling as an effective way to relearn or change behavior, such as helping children overcome a fear of dogs.
Guided Participation
A behavior modification technique involving watching a live model and then participating with that model.
Covert Modeling
A technique where subjects imagine a model coping with a threatening situation without actually seeing the model.
CBT (Cognitive-behavioral therapies)
A modern therapy approach that builds on Bandura’s ideas of self-efficacy and observational learning.
Cognitive Factors
Elements included under the 'Person' factor of reciprocal determinism, along with emotions.
Adaptive coping strategies
Methods used by people with high self-efficacy when facing difficulties.
Manifested actions
What 'Behavior' refers to in the triad of reciprocal determinism.
Hostile behaviors (Children)
Simpler behaviors that are strongly and quickly imitated by children during modeling.
Sensorimotor development
The developmental stage an infant must be at to duplicate a modeled behavior.
Social Persuasion feedback
External messages whose impact on self-efficacy depends on how the individual perceives them.
Consistency, time, and effort
The requirements for Mastery Experiences to effectively increase self-efficacy.
Mental images
Cognitive representations used in the retention process to store a model's behavior.
Verbal descriptions
The use of words to encode and remember a model's actions during the retention phase.
Physical practice
The actual execution of a behavior during the production process stage.
Shame and guilt
Emotional expressions of self-administered punishment for failing to behave as intended.
Challenging tasks
The type of activities people with high self-efficacy are more likely to engage in.
Helplessness
A feeling often experienced by individuals with low self-efficacy when they give up on tasks.