Unit 2 PSY 201

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Last updated 7:08 PM on 9/24/26
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66 Terms

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Consciousness

Awareness of everything going on inside and outside of you; Freud saw it as a continuum from clear waking awareness to altered states (a shift in the quality or pattern of mental activity).

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Electroencephalogram (EEG)

An amplified recording of the electrical waves sweeping across the brain's surface, measured by electrodes on the scalp.

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Beta waves

Small, fast waves seen when a person is wide awake and mentally active.

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Alpha waves

Larger, slower, rhythmic waves seen when a person is relaxed (eyes closed) or lightly drowsy.

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Theta waves

Slower, small, irregular waves typical of Stage N1 light sleep as a person first drifts off.

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Delta waves

Large, very slow waves that dominate Stage N3, or slow-wave (deep) sleep.

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Time to fall asleep

The average person takes about 10 to 20 minutes

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Stage N1

Light sleep with theta waves; may include hypnic jerks (sudden muscle twitches) and hypnagogic images (fleeting dream-like imagery).

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Stage N2

Body temperature, breathing, and heart rate decrease, and EEGs show sleep spindles (bursts of spindle-shaped waves).

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Stage N3

Deep, slow-wave sleep dominated by large delta waves; hardest to wake from, and when sleepwalking occurs.

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Order of stages / 90-minute sleep cycle

Sleep cycles through N1, N2, N3, back up through N2, then REM about every 90 minutes; later in the night N3 shrinks and REM periods lengthen.

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REM sleep

Rapid eye movement sleep: eyes move under the lids, brain waves resemble waking, muscles are paralyzed, and about 90% of dreaming occurs. It supports memory consolidation and learning.

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Non-REM sleep

Stages N1 to N3, marked by little eye movement, slowing body functions, and gradually slower, larger waves; dreams are less common and less vivid.

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Sleep apnea

A sleep disorder involving temporary cessations of breathing during sleep, causing frequent awakenings and daytime fatigue.

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Sleep apnea treatments

CPAP (a mask delivering continuous air pressure), oral devices that reposition the jaw, and upper airway stimulation implants (e.g., Inspire).

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REM sleep behavior disorder

A rare disorder in which the mechanism that paralyzes voluntary muscles during REM fails, so people thrash or even get up and act out dreams.

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Nearly universal element in dreams

Dreamers have a stable sense of self, perceiving everything from a first-person perspective; dreams also commonly involve sex, aggression, misfortune, and concerns from daily life.

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Freud's wish-fulfillment theory

Dreams disguise unconscious wishes: the manifest content (what you remember) hides the latent content (the true meaning). Empirical support is weak, since it is hard to test or falsify.

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Cartwright's problem-solving/mood-regulation theory

Dreams help us cope with our issues and improve our mood by working through emotional concerns. Support: dream content often reflects waking concerns and mood, but the effect is modest.

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Activation-synthesis theory

Dreams are the cortex's attempt to make sense of random brain stem activation during REM. Support: REM brain stem activity is well documented, but it doesn't explain why dreams often have coherent, personally meaningful content.

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Hypnosis: what it CAN do

A state of heightened suggestibility that can reduce pain, serve as anesthesia, decrease anxiety, treat headaches, IBS, and skin disorders, help a bit with addictions, and cause sensory distortions, disinhibition, and amnesia.

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Hypnosis: what it CANNOT do

It cannot give increased strength, reliably enhance memory, or regress people to an earlier age.

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Concentrative (focused attention) meditation

Meditation in which attention is deliberately held on a single object, such as the breath, a word, or a mantra.

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Mindfulness (open monitoring) meditation

Meditation in which you observe passing thoughts, feelings, and sensations non-judgmentally as they arise.

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Narcotics

Opium-related drugs (morphine, heroin, methadone, OxyContin) that suppress pain and mimic endorphins; risks include overdose, infectious disease, and immune suppression.

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Hallucinogens

Drugs like LSD, mescaline, and psilocybin that powerfully alter mental, emotional, and sensory experience, producing mystical experiences, "bad trips," and accidents.

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Sedatives

Drugs that decrease central nervous system activity (barbiturates, benzodiazepines), causing sleepiness and relaxation; risks include accidents and overdose.

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Alcohol

A depressant that produces mild euphoria but impairs motor skills, judgment, and memory while raising aggression and lowering self-awareness; contributes to about 1/3 of car accidents.

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Stimulants

Drugs that increase CNS activity (caffeine, nicotine, cocaine, amphetamines), producing euphoria, energy, and alertness; risks include sleep problems, hypertension, heart attack, and overdose.

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Marijuana (cannabis)

A hemp-derived drug (THC) causing mild, relaxed euphoria and used medically for chronic pain and nausea; risks include accidents, lung disease, psychosis risk, and impaired attention, learning, and memory.

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Physical dependence

A state in which the body can't function normally without the drug, so quitting causes withdrawal (headaches, nausea, shaking); avoiding withdrawal is negative reinforcement.

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Drug tolerance

After repeated exposure, more of the drug is needed to produce the same effect.

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Taste aversion (conditioned taste aversion)

A nausea or other negative response to a taste that was followed by illness, learned after only one pairing; an example of biological preparedness.

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Latent learning

Learning that is not apparent in behavior when it first occurs and takes place without reinforcement; it shows up later when there is an incentive.

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Operant conditioning

Learning in which voluntary behavior is strengthened or weakened by its consequences (Skinner).

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Classical conditioning

Learning in which a neutral stimulus becomes associated with a stimulus that naturally triggers a response, so it eventually triggers a similar response (Pavlov).

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Biological preparedness

The tendency to learn certain associations (e.g., fear of spiders, taste aversions) quickly, after one or a few pairings, because of their survival value.

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Neutral stimulus (NS)

A stimulus that initially produces no relevant response; it becomes a conditioned stimulus once paired with an unconditioned stimulus.

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Unconditioned stimulus (UCS)

A stimulus that automatically triggers a response with no learning required (e.g., food in the mouth).

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Unconditioned response (UCR)

The automatic, unlearned reaction to an unconditioned stimulus (e.g., salivation to food).

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Conditioned stimulus (CS)

A formerly neutral stimulus that, after repeated pairing with an unconditioned stimulus, now triggers a learned response (e.g., the tone).

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Conditioned response (CR)

The learned response to a conditioned stimulus alone (e.g., salivation to the tone).

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Pavlov's experiment

Dogs learned to salivate to a tone (conditioned stimulus) after it was repeatedly paired with food (unconditioned stimulus); before pairing the tone was neutral, and after pairing it produced a conditioned response

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Positive reinforcement

Adding a pleasant stimulus after a behavior, which makes the behavior more likely.

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Negative reinforcement

Removing, escaping, or avoiding an aversive stimulus after a behavior, which makes the behavior more likely.

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Higher-order conditioning

A strong conditioned stimulus is paired with a new neutral stimulus, turning that stimulus into a second conditioned stimulus.

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Stimulus discrimination

Learning to respond to the conditioned stimulus but not to similar stimuli.

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Stimulus generalization

Responding to stimuli similar to the conditioned stimulus in the same way as to the conditioned stimulus.

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Spontaneous recovery

The reappearance of an extinguished conditioned response after a rest period with no training.

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Extinction

The gradual weakening of a conditioned response when the conditioned response is repeatedly presented without the unconditioned response (or, in operant learning, when reinforcement stops).

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Observational learning

Learning new behavior by watching a model (Bandura); steps are attention, retention, reproduction, and motivation.

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Fixed schedule

Reinforcement follows a predictable, unchanging requirement (same number of responses or same amount of time).

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Variable schedule

Reinforcement follows an unpredictable, changing requirement that varies around an average.

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Ratio schedule

Reinforcement depends on the number of responses made.

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Interval schedule

Reinforcement depends on the passage of time (the first response after a set or average wait).

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Fixed ratio (FR)

Reinforcement after a set number of responses, producing a very high rate of responding.

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Variable ratio (VR)

Reinforcement after an unpredictable number of responses, producing high, steady responding that is very hard to extinguish (e.g., gambling).

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Fixed interval (FI)

Reinforcement for the first response after a set amount of time, so responding speeds up as the expected time approaches.

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Variable interval (VI)

Reinforcement for the first response after unpredictable time intervals, producing slow, steady responding.

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Punishment

Any consequence that makes a behavior less likely

Harsh punishment can cause fear, aggression, and lying, and works best when immediate, consistent, and paired with reinforcement for correct behavior.

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Positive punishment

Adding an unpleasant stimulus after a behavior to make it less likely.

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Negative punishment

Taking away a pleasant or desired stimulus after a behavior to make it less likely.

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Escape learning

Acquiring a response that ends or decreases aversive stimulation already present (a form of negative reinforcement).

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Avoidance learning

Acquiring a response that prevents aversive stimulation from occurring at all (a form of negative reinforcement).

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Schedule least resistant to extinction

Continuous reinforcement (reinforcing every response) extinguishes fastest; intermittent schedules, especially variable ratio, resist extinction more.

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Behavior modification program

A systematic plan to change behavior: identify the target behavior, gather baseline data, monitor antecedents and consequences, reinforce good behavior, remove temptations, and monitor success.