PSYCH 1X03 - Instrumental Conditioning

0.0(0)
studied byStudied by 0 people
0.0(0)
full-widthCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/26

encourage image

There's no tags or description

Looks like no tags are added yet.

Study Analytics
Name
Mastery
Learn
Test
Matching
Spaced

No study sessions yet.

27 Terms

1
New cards

Instrumental (Operant) Conditioning

Behaviour is followed by consequence, which changes how likely you do that behaviour again

2
New cards
  1. Reward training (Positive Reinforcement)

Adding good to increase behaviour

3
New cards
  1. Omission training (Negative Punishment)

Removing good to decrease behaviour 

(ex. taking phone away) 

4
New cards
  1. Escape training (Negative Reinforcement)

Removing bad to increase behaviour

5
New cards
  1. Punishment training (Positive Punishment) 

Adding bad; decrease behaviour

Positive = add, Negative = remove

6
New cards

Types of Reinforcement Schedules

  1. Fixed Ratio: Reward after a set number of responses (ex. FR-5 - every 5 times) 

  1. Variable Ratio: Reward after an unpredictable number of responses (ex. gambling) 

  1. Fixed Interval: Reward after a fixed amount of time (ex. every 15 minutes

  1. Variable Interval: Reward after an unpredictable time intervals (ex. pop quizzes) 

Ratio = number of actions 

Interval = time 

Fixed = predictable 

Variable = unpredictable

7
New cards

Graphs

  1. Fixed ratio - Staircase (animal responds and stops to get reward after interval) 

  2. Variable ratio - Smooth continous line (animal keeps responding) 

  1. Fixed interval - Scallop (more motivated close ot time of payment) 

  2. Variable interval - Dotted continous line (gaps occur just after reward) 

8
New cards

Autoshaping

Individuals learn without guidance

Ex. give reward to roommate after they clean their room - not really teaching them HOW to clean room

9
New cards

Shaping by Successive Approximation

Teaching by breaking task into smaller parts (step by step) 

Ex. Teach a cartwheel step by step

10
New cards

Chaining

Learning by sequence (each action triggers the next)

Ex. Teaching a dog to fetch a ball 

  1. Go to ball 

  2. Pick up ball 

  3. Bring it back

  4. Drop it - get reward

  • Shaping is one behaviour divided into small parts 

  • Chaining is multiple behaviours that make up one task

11
New cards

SD (S+)

Signals a behaviour will be reinforced (get reward) 

Ex. A green light means pressing the button will give reward

12
New cards

S Delta (S-)

Signals a behaviour will not be reinforced

Ex. A red light means pressing the button will NOT give reward

13
New cards

Thorndike’s Law of Effect

If a behaviour leads to reward, it is more likely to happen (Positive reinforcement)

14
New cards

Stimulus Generalization

Responding to not only one cue but also similar cues

15
New cards

Contious Reinforcement (CRF) 

Every correct response is followed by a reward

16
New cards

Contrast Effects

Behaviour changes when value of reward changes

  1. Negative Contrast:

-Reward drops from high to low; behaviour happens less often

  1. Positive Contrast:

-Reward goes from low to high; behaviour happens more often

17
New cards

Mirror Neuron

Brain cell that fires both when you perform an action and see someone else perform that action (learning by observation_ 

18
New cards

Operant Chamber (Skinner box) 

A controlled box where animal performs certain behaviour to recieve a reward

19
New cards

Continuous Reinforcement Schedule (CRF)

Person gets reward after doing a correct response

20
New cards

Overjustification Effect

Giving a reward for something already enjoyable can change the individuals innate motivation, making it feel like work.

21
New cards

Partial Reinforcement (PRF)

Desired behaviour is only reinforced some of the time, not all the time. 

22
New cards

Primary Reinforcer

Reward that satisfies a biological need. 

Ex. Food, water, shelter

23
New cards

Secondary Reinforcer

Something that becomes rewarding through association with a primary reinforcer.

Ex. money - buys food (primary reinforcer) -  money becomes rewarding

24
New cards

Ratio Strain

When behaviour requires too much responses, organism slows down and eventually stops 

25
New cards
26
New cards
27
New cards