Learning: Reinforcement, Punishment, and Observational Learning
Reinforcement Schedules
Variable Ratio (VR) Schedule
- Definition: A reinforcement schedule where a reward is given after an unpredictable number of responses. The number of behaviors required for a reward varies around an average.
- Examples:
- Slot Machines: People play slot machines, and a reward (money) might occur after just play or after plays, or any number in between. This variability is what keeps people engaged and playing, as they don't know when the next reward will come.
- Casino Games: Similar to slot machines, the reward delivery is not fixed, increasing the likelihood of continued playing behavior.
- Contrast with Fixed Ratio (FR): Unlike fixed schedules (e.g., Starbucks where every coffees yield a free one), variable ratio schedules provide rewards unpredictably.
Interval Schedules
- Definition: These schedules are based on time intervals, not the number of behaviors performed.
- Fixed Interval (FI) Schedule
- Definition: A reward is given after a fixed, predictable amount of time, provided the behavior has occurred.
- Example: Receiving a paycheck every two weeks. The behavior of working is consistently reinforced after the same fixed interval. This predictability encourages people to continue working and going to their jobs.
- Influence on Behavior: Fixed interval schedules tend to produce a 'scalloped' response pattern, where there's a pause after reinforcement, then an increase in behavior as the next reward time approaches.
- Variable Interval (VI) Schedule
- Definition: A reward is given after a variable, unpredictable amount of time, provided the behavior has occurred.
- Example: Fishing. You might catch a fish after minutes sometimes, but it might take hours at other times. The waiting behavior is reinforced at unpredictable time intervals.
- Influence on Behavior: Variable interval schedules tend to produce a more steady and consistent rate of response because the individual doesn't know when the next reward will occur.
Punishment
- Reinforcements vs. Punishments:
- Reinforcement (positive or negative): Always increases the likelihood of a behavior occurring again.
- Punishment: Decreases the likelihood of a behavior occurring again.
- Positive Punishment
- Definition: Adding something unpleasant or aversive after a behavior to decrease the likelihood of that behavior recurring.
- Example: Receiving a speeding ticket for driving too fast. The ticket (an unpleasant consequence involving a fine) is added, which discourages the behavior of speeding.
Classical vs. Operant Conditioning Review
- Classical Conditioning
- Focus: Involuntary responses and automatic reactions.
- Mechanism: Learning occurs by associating two stimuli (e.g., a neutral stimulus with an unconditioned stimulus).
- Examples:
- Pavlov's dog salivating at the sound of a bell (associating the bell with food).
- Associating a fire alarm with fire. However, leaving the building in response to a fire alarm is not a purely involuntary response.
- Operant Conditioning
- Focus: Voluntary behaviors.
- Mechanism: Learning occurs through the consequences of voluntary actions (rewards or punishments).
- Examples:
- Speeding (a voluntary action) leads to a ticket (a consequence).
- A cat pressing a latch to escape a puzzle box (a learned voluntary action).
- Leaving a burning building: This is a learned, voluntary response, often taught through fire drills and safety training, rather than a purely involuntary reflex. This clarifies why some previous examples given by students for classical conditioning (like leaving a building) were incorrect, as they involved voluntary actions.
Observational Learning
- Definition: Learning that occurs by observing and imitating the behaviors of others, without direct reinforcement or punishment for the observer.
- Mechanism: We learn by simply watching what others do and the outcomes of their actions.
- Bandura's Bobo Doll Study
- Study Design: A classic study by Bandura investigating observational learning.
- Participants: preschool children were placed in a room one at a time with an adult.
- Two Groups:
- Aggressive Model Group: Children observed an adult acting aggressively towards a Bobo doll (hitting, kicking, yelling at it).
- Non-Aggressive Model Group: Children observed an adult playing peacefully with the Bobo doll or other toys, without aggression.
- Results: Children who observed adults being aggressive towards the Bobo doll were significantly more likely to exhibit similar aggressive behaviors themselves towards the doll, compared to children who observed non-aggressive adults.
- Significance: This demonstrated that children learned aggressive behaviors simply through observation, even without being directly rewarded or punished for those behaviors.
- Study Design: A classic study by Bandura investigating observational learning.
- Real-World Examples of Observational Learning:
- Pro-social Behaviors: People may start engaging in positive or helpful (pro-social) behaviors because they observe celebrities or individuals they admire doing them.
- Negative Behaviors: Observing violent acts (e.g., in violent video games) can lead to an increase in aggressive behaviors. Research suggests a link between playing violent video games and increased overall aggression, implying that observing violence can lead to imitation. This learning occurs through observation and imitation, not necessarily because the aggressive behavior itself is reinforced for the observer.
- Distinction: Observational learning differs from classical and operant conditioning because it does not require direct association of stimuli or direct reinforcement/punishment for the learner to acquire the behavior.