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Classical Conditioning
Learning by associating two stimuli
Unconditioned Stimulus (US)
Stimulus that naturally triggers a response (e.g.
Neutral Stimulus (NS)
Stimulus that initially has no response
Conditioned Stimulus (CS)
Previously NS that now triggers a learned response
Unconditioned Response (UR)
Natural
Conditioned Response (CR)
Learned response to CS
Higher-Order (Second-Order) Conditioning
Pairing a new NS with a CS to produce another CS
Extinction
CR weakens when CS is no longer paired with US
Spontaneous Recovery
CR reappears after extinction pause
Generalization
CR occurs to stimuli similar to CS
Discrimination
Learning to respond only to CS and not similar stimuli
Operant Conditioning
Learning by associating behavior with consequences
Shaping
Reinforcing successive steps toward a desired behavior
Positive Reinforcement
Adding a pleasant stimulus to increase behavior
Negative Reinforcement
Removing an unpleasant stimulus to increase behavior
Primary Reinforcer
Naturally reinforcing stimulus (food
Conditioned (Secondary) Reinforcer
Learned reinforcer (money
Fixed-Interval Schedule
Reinforce after a fixed amount of time
Variable-Interval Schedule
Reinforce after unpredictable amount of time
Fixed-Ratio Schedule
Reinforce after a fixed number of responses
Variable-Ratio Schedule
Reinforce after an unpredictable number of responses (slot machines)
Positive Punishment
Add unpleasant stimulus to decrease behavior
Negative Punishment
Remove pleasant stimulus to decrease behavior
Instinctive Drift
Tendency of animals to revert to natural behaviors despite conditioning
Cognitive Map
Mental representation of physical environment
Latent Learning
Learning that is not demonstrated until there is incentive to show it
Insight
Sudden realization of solution (“aha moment”)
Observational Learning
Learning by observing others
Modeling
Imitating behavior of a model
Mirror Neurons
Neurons that fire both when performing and observing an action
Prosocial Behavior
Positive
Antisocial Behavior
Negative
Prototype
Best example of a category
Assimilation
Fitting new info into existing schema
Accommodation
Modifying schema to fit new info
Convergent Thinking
Narrowing to one single best solution
Divergent Thinking
Producing many possible solutions (creativity)
Executive Functioning
Higher-order processes like planning
Algorithm
Step-by-step method that guarantees a solution
Heuristic
Mental shortcut that is quick but error-prone
Representativeness Heuristic
Judging based on how well something matches a prototype
Availability Heuristic
Judging based on how easily examples come to mind
Confirmation Bias
Seeking information that confirms preexisting beliefs
Mental Set
Tendency to approach problems the same way
Belief Perseverance
Holding onto beliefs despite contrary evidence
Framing
How information is presented affects decisions
Five Components of Creativity
Expertise
Recall
Retrieving info without cues (free response)
Recognition
Identifying info from choices (multiple choice)
Encoding
Getting information into memory
Storage
Retaining information over time
Retrieval
Getting information out of memory
Parallel Processing
Processing many aspects of a problem simultaneously
Sensory Memory
Immediate
Iconic Memory
Visual sensory memory (0.5 sec)
Echoic Memory
Auditory sensory memory (3–4 sec)
Short-Term Memory (STM)
Holds 7 ± 2 items for ~20 seconds
Working Memory
Active manipulation of information in STM
Phonological Loop
Working memory system for verbal/auditory info
Visuospatial Sketchpad
Working memory system for visual/spatial info
Long-Term Potentiation (LTP)
Strengthening of synapses after learning
Explicit Memory
Conscious recall of facts/events (hippocampus)
Implicit Memory
Unconscious memory of skills/conditioning (cerebellum
Chunking
Organizing info into familiar groups
Mnemonics
Memory aids (acronyms
Retrograde Amnesia
Loss of memories from before injury
Anterograde Amnesia
Inability to form new memories after injury
Proactive Interference
Old info blocks recall of new info
Retroactive Interference
New info blocks recall of old info