11 Learning Approach

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5 Terms

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History

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Behaviorism

Philosophical roots in empiricism

Empiricism: the contents of our mind come from the contents of the world

• Implication: at birth, the mind and “personality” is essentially empty

• Tabula Rasa (“Blank Slate”)

  • environment ellicits response

Philosophical roots in hedonism

• Hedonism: organisms learn in order to maximize pleasure and avoid pain

• aka rewards and punishments

• Implication: People will do whatever they need to do to do experience pleasure and not pain

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Basic Assumptions of the Learning approach 

The learning approach has multiple levels, each with its own set of assumptions for what personality is and the level of cognition involved

Behaviorism: no real personality traits, or consistency, just learned behavioral responses to the environment, all about observing behavior

  1. Classical Conditioning: paired association

  • “Personality” are patterns of stimulus-response associations 

  • People differ because they have different paired association histories and are in different situations

  1. Operant conditioning: Reinforcement and punishment

  • “Personality” is a set of behavioral responses that have been reinforced by rewards and punishments

  • recall hedonistic roots: if you are rewarded for a behavior, you will do it more/ if you are punished for a behavior, then you will do it less

  • rewards better than punishment to obtain “correct behavior”

  • punishment can have neg consequences

Cognitive: personality is real— reflecting a set of learned responses and the ways in which we process info about ourselves, others, and the world

  1. Social Learning: Shift attention to what goes on between stimulus and response

(set of conditioned responses + what we learn from others and our expectations for the future)

  • expected consequences= ppl are aware of expected consequences (or rewards) and behave in response to anticipated consequences (or rewards) 

  • observation learning= ppl can learn by watching others

  1. Contemporary cognitive= personality is a reflection of how we behave and how we represent/process info abt ourselves, others, and the worlds (learned through schemas)

  • schemas= scripts, ways we represent/process info (the world is dangerous, you cant depend on others)

  • clinical applications= Cognitive Behavioral Therapy (retrain brain to think abt world in a diff way and to make these more adaptive ways of thinking automatic)

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Video games and aggression 

Does playing video games lead kids to be more aggressive?

Classical Conditioning

• Exposure to guns and other cues become associated with violence and the conditioned response is aggression

Operant Conditioning

• Video game player is directly rewarded for being aggressive (e.g., accumulate points)

• Video games are fun to play so pleasurable feelings (reward) become associated with aggression

Social Learning

• Expected consequences: last time video game player was aggressive, they were rewarded; so, should continue to play aggressively to be rewarded

Observational learning:

Player witnesses other players being rewarded for being aggressive (e.g., accumulate points), so player will be aggressive too to reap rewards

Contemporary Cognitive

• Playing video games activates and reinforces a person’s schemas about themselves (“it is important to establish dominance to ensure safety”), others (“no one can be trusted”), and the world (“it is a dangerous place”)

Scientifically

There is no evidence that video games cause kids to become more aggressive

• More likely to be selection effect (e.g., predispositions towards aggression make someone more likely to play violent video games)

• Video games may reinforce preexisting schemas, or mental representations about the world

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Theoretical Approach comparison

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