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Three learning theories:
Operant conditioning
Cognitive theory of learning
Social learning / observational learning
Operant conditioning
Learning using trial and error and conditioning through the most effective response through practice
Cognitive theory of learning
Learning by doing the whole skill and using problem solving to work out how to most effectively perform the skill
Social learning / observational learning
Learning through watching and copying others
Thorndike's laws (operant conditioning)
Laws developed to help strengthen the S-R bond when using operant conditioning as a learning method
Law of exercise
Law of effect
Law of readiness
what is an S-R bond
the connection that is made between a stimulus and the response made to this stimulus
Law of exercise
Skills improve through training so you train with more focus
e.g. if a lacrosse player practices cradling for 10 minutes a day it will strengthen the S-R bond
Law of effect
Positive outcome or satisfaction from the practice makes you continue
e.g. if they are able to use cradling effectively to get past a defender whilst maintaining possession they will gain more confidence and satisfaction so will continue to practice
Law of readiness
You need to be physically and mentally strong enough to do the skill you are practicing or learning
e.g. they must have wrist strength and flexibility in order to carry out the motion of cradling
Reinforcement
Used to strengthen the S-R bond and therefore increases the likelihood that the behaviour will occur in the same way again
It is defined by the effect that it has on behaviour
It increases or strengthens the response
Behaviourist theories
Theories that explain how our actions are linked to certain stimuli
Based on the idea that all behaviours are acquired through conditioning
Our responses to the environment shape our actions
Operant conditioning
Uses reinforcement to make sure that the correct responses are repeated
Environment is manipulated so that the appropriate response is arrived at
Allows a skill to be learned
Performer is rewarded by achieving the appropriate result
They are then likely to repeat result
Development of operant conditioning
Based on work of behavioural psychologist B.F Skinner
He observed rates on a 'Skinner box'
Rats accidentally pressed bar and released food
They learnt that they gained a reward when the bar was hit
So their behaviour was reinforced
Satisfier
An action that gives a pleasant feeling so that the response is likely to be repeated
Annoyer
An action that creates disappointment and unease, meaning that the incorrect response is avoided in future
Key features of operant conditioning:
Based on trial and error learning
Shapes behaviour with the use of reinforcement
Environment can be manipulated to encourage the correct response
Main principle of operant conditioning
Reinforced actions are strengthened and incorrect actions are weakened
Positive reinforcement
Involves additional, pleasant stimulus occurring after the correct response
Increases likelihood that behaviour will occur again in the future
Usually in the form of praise or a reward
e.g. a coach giving a sweet to a tennis player when their serve lands
Negative reinforcement
Removal of a negative or unpleasant stimulus after the correct response
Most effective when the reinforcer occurs immediately after the incorrect behaviour
e.g. a coach stops shouting instructions at the player when they make a successful cross
Punishment
Presenting an unpleasant stimulus to weaken a behaviour and prevent the incorrect action occurring again
Decrease the chance that a behaviour will occur
e.g. a coach making a player do a sprint when they gives a bad pass
Key concepts of cognitive learning
Insight learning
Intervening variables
Cognitive learning
a Gestaltist view of learning where the skill should be learnt in its entirety using whole practice
Insight learning in the cognitive learning theory
This is using problem solving and using memory of effective experiences to solve a new challenge
A coach explains why a badminton player should return a serve using an overhead clear
A coach telling a netball player to always bring the ball up before passing
Intervening variables
These are the mental processes involved in decision making
A coach in badminton could encourage the player to think about the height of the serve and where the player is stood before deciding where to place the clear
Sometimes netball players may need to keep it low e.g. to carry out a bounce pass
Advantages of cognitive learning
Performer can become more independent and self correct during a game
They can adapt better to different situations
They could make quick progress
They develop kinesthesis
Disadvantages of cognitive learning
Using whole practice might be a problem if the skill is difficult or dangerous or if the performer is a beginner
Learning could be slower if the performer doesn’t understand what to do and therefore might lose motivation
They might not have any past experiences to draw on
Social learning
Developed by the psychologist Bandura
also constructed four processed that underpin the successful modelling for more effective use of this theory
It is based on watching and copying behaviour and social interactions from significant others.
Bandura’s four processes (social learning theory)
Attention
Retention
Motor reproduction
Motivation
Attention
The performer must be paying attention to the demonstration e.g. watching a performer carry out a serve in tennis
Retention
The performer must be able to remember the demonstration e.g. watching a significant other complete the serve successfully
Motor reproduction
The performer must be physically and mentally able to carry out the skill being demonstrated e.g. performer practices the skill of serving
Motivation
The performer needs to want to carry out the skill e.g. they have seen it successfully carried out so they are motivated to be able to do so themselves
Significant others
People who are role models to us.
They are important to us and therefore we are more likely to pay attention to them and copy their behaviour.
Cueing
Identifying important cues or stimuli
E.g. watching the arm of your opponent when receiving a serve in tennis
Factors that might affect successful modelling:
If the model is the same or similar to you in terms of age/gender/sport
If they are significant or a ROLE MODEL
If the demonstration is high standard/successful
If the model is friendly or attractive
If the demonstration is clear/repeated
If the observer is motivated