A decrease in behavioral response after lengthy of repeated exposure to a stimulus.
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Sensitization
An increase in behavioral response after lengthy or repeated exposure to a stimulus.
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Classical Conditioning
A type of learned response in which a neutral object comes to elicit a response when it is associated with a stimulus that already produces a response.
* ex. music from scary movie elicits anxiousness when heard.
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Operant Conditioning
Learning that a behavior leads to a particular outcome.
* ex. studying leads to better grades
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Unconditioned Stimulus (US)
A stimulus that elicits a response that is innate and does not require any prior learning.
* ex. Food
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Unconditioned Response (UR)
A response that does not have to be learned, such as a reflex.
* ex. Salivation
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Neutral Stimulus
Anything seen or heard; must not associate with the unconditioned response.
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Conditioned Stimulus (CS)
A stimulus that elicits a response only after learning has taken place.
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Conditioned Response (CR)
A response to a conditioned stimulus; a response that has been learned.
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Acquisition
The gradual formation of an association between the conditioned and unconditioned stimuli.
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Extinction
A response process in which the conditioned response is weakened when the conditioned stimulus is repeated without the unconditioned stimulus.
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Spontaneous Recovery
A process in which a previously extinguished response reemerges after the conditioned stimulus is presented again.
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Stimulus Generalization
Learning that occurs when stimuli that are similar but not identical to the conditioned stimulus produce the conditioned response.
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Stimulus Discrimination
A differentiation between two similar stimuli when only one of them is consistently associated with the unconditioned stimulus.
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Second-Order Conditioning
Second conditioned stimulus becomes associated with first conditioned stimulus; elicits conditioned response when presented alone.
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Counterconditioning
Exposing subject to their phobia during an enjoyable task.
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Systematic Desensitization
Exposure to feared stimulus while relaxing.
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Operant Conditioning
A learning process in which the consequences of an action determine the likelihood that the action will be performed in the future.
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Law of Effect
Any behavior leading to a “satisfying state of affairs” is likely to be repeated; vice versa.
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Reinforcer
Stimulus that occurs after response and increases the likelihood of response reoccurring.
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Shaping
Operant-Conditioning technique; reinforce behaviors that are similar to the desired behavior.
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Primary Reinforcers
Reinforcers that are necessary for survival.
* ex. food or water
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Secondary Reinforcers
Events or objects that serve as reinforcers, but do not satisfy biological needs.
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Premack Principle
More valued activity can reinforce performance of less valued activity.
* ex. Eat your spinach and then you’ll get dessert
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Positive Reinforcement
The addition of a stimulus to increase the probability that the behavior will be repeated.
* ex. Giving a child a piece of candy after using the toilet
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Negative Reinforcement
The removal of a stimulus to increase the probability that the behavior will be repeated.
* ex. taking a pill to get rid of a headache
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Positive Punishment
The addition of a stimulus to decrease the probability that the behavior will be repeated.
* ex. Speeding ticket
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Negative Punishment
The removal of a stimulus to decrease the probability that the behavior will be repeated.
* ex. Loss of privileges
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Continuous Reinforcement
Behavior is reinforced each time it occurs.
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Partial Reinforcement
Behavior is occasionally reinforced.
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Fixed Interval Schedule (FI)
Reinforcing the occurrence of a particular behavior after a predetermined amount of time since the last reward.
* ex. Paycheck
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Variable Interval Schedule (VI)
Reinforcing the occurrence of a particular behavior after an unpredictable and varying amount of time since the last reward.
* ex. Pop quiz
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Fixed Ratio Schedule (FR)
Reinforcing a particular behavior after that behavior has occurred a predetermined number of times.
* ex. Paid by the completed task
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Variable Ratio Schedule (VR)
Reinforcing a particular behavior after that behavior has occurred an unpredictable and varying number of times.
* ex. Slot Machine
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Behavior Modification
Operant conditioning replaces unwanted behaviors with desirable behaviors.
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Token Economies
Opportunity to earn tokens (secondary reinforcer) for completing tasks and/or losing tokens for behaving badly.
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Cognitive Map
A visuospatial mental representation of an environment.
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Latent Learning
Learning that takes place in the absence of reinforcement.
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Insight Learning
A sudden understanding of how to solve a problem after a period of either inaction or thinking about the problem.
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Observational Learning
The acquisition or modification of a behavior after exposure to at least one performance of that behavior.
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Modeling
The imitation of behavior through observational learning.
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Vicarious Conditioning
Learning the consequences of an action by watching others being rewarded or punished for performing that action.
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Encoding
The processing of information so that it can be stored.
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Storage
The retention of encoded representations over time.
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Retrieval
The act of recalling or remembering stored information when it is needed.
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Attention
Focusing mental resources on information
* Allows further processing for perception, memory, and response.
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Filter Theory
Attempts to explain how we selectively attend to the most important information presented to us.
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Change Blindness
An individual’s failure to notice large visual changes in the environment.
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Sensory Storage
A memory storage system that very briefly holds a vast amount of information from the five senses in close to their original sensory formats.
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Short-Term Storage
A memory storage system that briefly holds a limited amount of information in awareness.
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Working Memory
An active processing system that allows manipulation of different types of information to keep it available for current use.
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Memory Span
The capacity limit of short-term storage is generally 7 items (plus or minus 2).
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Chunking
Using working memory to organize information into meaningful units to make it easier to remember.
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Long-Term Storage
A memory storage system that allows relatively permanent storage, of a probably unlimited amount of information.
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Maintenance Rehearsal
Using working memory processes to repeat information based on how it sounds.
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Elaborative Rehearsal
Using working memory processes to think about how new information relates to ourselves or our prior knowledge.
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Primary Effect
Refers to the better memory people have for items presented at the beginning of the list.
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Recency Effect
Refers to the better memory people have for the most recent items, the ones at the end of the list.
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Schemas
Decisions about how to chunk information depend on ________. Ways of structuring memory in long-term storage that help us perceive, organize, process, and use information.
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Retrograde Amnesia
A condition in which people lose the ability to access memories they had before a brain injury.
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Anterograde Amnesia
A condition in which people lose the ability to form new memories after experiencing a brain injury.
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Explicit Memory
The system for long-term storage of conscious memories that can be verbally described.
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Episodic Memory
A type of explicit memory that includes personal experiences.
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Semantic Memory
A type of explicit memory that includes knowledge about the world.
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Implicit Memory
The system for long-term storage of unconscious memories that cannot be verbally described.
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Procedural Memory
A type of implicit memory that involved motor skills and behavioral habits.
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Prospective Memory
Remembering to do something at some future time.
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Forgetting
The inability to access a memory from long-term storage.
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Retrieval Cues
Anything that helps a person access information from long-term storage.
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Mnemonics
Learning aids or strategies that use retrieval cues to improve access to memory.
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Retroactive Interference
When access to older memories is impaired by newer memories.
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Proactive Interference
When access to newer memories is impaired by older memories.
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Absentmindedness
The inattentive or shallow encoding of events.
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Persistence
The continual reoccurrence of unwanted memories from long-term storage.
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Distortion
Human memory is not a perfectly accurate representation of the past, it is flawed.
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Memory Bias
The changing of memories over time so that they become consistent with our current beliefs/attitudes.
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Flashbulb Memories
Vivid memories that seem like a flash photo, capturing the circumstances in which we first learned of a surprising and consequential or emotionally arousing event.
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Misattribution
Occurs when we misremember the time, place, person, or circumstance involved with a memory.
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Suggestibility
When people are given misleading information. This information affects their memory for an event.
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Thinking
The mental manipulation of representations of information we encounter in our environments.
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Analogical Representations
Mental representations that have some of the physical characteristics of objects.
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Symbolic Representations
Abstract mental representations that consist of words or ideas.
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Schemas
Our prior knowledge and experience with information (personal organization).
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Concept
A mental representation of objects, events, or relations around common themes.
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Category
A list of features that determine if an object is a member of the _______.
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Stereotypes
Cognitive schemas that allow for easy and fast processing of information about people, events, or groups based on their membership in certain groups.
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Reasoning
Using information to determine if a conclusion is valid or reasonable.
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Decision Making
Attempting to select the best alternative among several options.
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Problem Solving
Finding a way around an obstacle to reach a goal.
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Algorithm
A set of procedures to follow when thinking and making a decision.
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Heuristic
A shortcut (rule of thumb or guideline) used to reduce amount of thinking that is needed to make decisions.
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Availability Heuristic
The tendency to make a decision based on information that comes most easily to mind.
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Representativeness Heuristic
The tendency to place people or objects in a category if they are similar to the concept that is the prototype.
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Framing
How information is presented affects how that information is perceived and influenced decisions.
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The Paradox of Choice
When too many options are available, especially when all of them are attractive, we experience conflict and indecision.
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Working Backward
Helpful when the appropriate steps for solving a problem are not clear.
* involves proceeding from the goal state to the initial state.
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Sudden Insight
The metaphorical lightbulb that goes on in your head when you suddenly realize the solution to the problem.
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Restructuring
Thinking about a problem in a new way in order to solve it.
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Mental Sets
A tendency to approach a problem in the same way that has worked in the past, which may make it harder to solve it.