Comprehensive Study Notes on Learning and Behaviorism Behavioral and Cognitive Perspectives
Comparison of Innate Behaviors: Reflexes and Instincts
Innate Behaviors: These are unlearned behaviors that organisms are born with. They are products of evolution and help organisms adapt to their environment without requiring instruction.
Reflexes:
Definition: A motor or neural reaction to a specific stimulus in the environment.
Complexity: Generally simpler than instincts.
Scope: Involve the activity of specific body parts and systems.
Examples:
The knee-jerk reflex.
The contraction of the pupil in response to bright light.
Infants suckling for nourishment (specifically the sucking reflex available at birth).
Neural Centers: Involve more primitive centers of the central nervous system, such as the spinal cord and the medulla.
Instincts:
Definition: Innate behaviors triggered by a broader range of events, such as maturation or the change of seasons.
Complexity: More complex patterns of behavior than reflexes.
Scope: Involve movement of the organism as a whole.
Examples:
Birds building nests.
Birds migrating as winter approaches.
Dogs shaking water off wet fur.
Salmon swimming upstream to spawn.
Spiders spinning intricate webs.
Loggerhead sea turtle hatchlings moving toward the ocean minutes after birth.
Sexual activity.
Neural Centers: Involve higher brain centers.
Defining and Understanding Learning
Definition of Learning: A relatively permanent change in behavior or knowledge that results from experience. Unlike innate behaviors, learning involves acquiring skills and knowledge through interaction with the environment.
Complex Interaction: Learning processes, such as learning to surf or studying the discipline of psychology, involve a complex interaction of conscious and unconscious processes.
Associative Learning: This occurs when an organism makes connections between stimuli or events that occur together in the environment. It is the foundation for three basic learning processes:
Classical Conditioning: Tends to involve unconscious processes.
Operant Conditioning: Tends to involve conscious processes.
Observational Learning: Adds social and cognitive layers to basic associative processes.
Classical Conditioning (Pavlovian Conditioning)
Definition: A process by which organisms learn to associate events or stimuli that repeatedly happen together, allowing them to anticipate future events.
Ivan Pavlov (1849–1936):
A Russian physiologist who studied the digestive system of dogs.
Discovered classical conditioning by accident while measuring saliva produced in response to food.
Observed "psychic secretions": dogs began salivating at the sight of food, an empty bowl, or the sound of laboratory assistants' footsteps.
Key Components of Classical Conditioning:
Unconditioned Stimulus (UCS): A stimulus that elicits a reflexive response in an organism (e.g., meat powder).
Unconditioned Response (UCR): A natural, unlearned reaction to a given stimulus (e.g., salivation to meat powder).
Neutral Stimulus (NS): A stimulus that does not naturally elicit a response (e.g., a tone or bell before conditioning).
Conditioned Stimulus (CS): A previously neutral stimulus that elicits a response after being repeatedly paired with an unconditioned stimulus (e.g., the tone after learning has occurred).
Conditioned Response (CR): The behavior caused by the conditioned stimulus (e.g., salivation to the tone alone).
The Conditioning Process Formulas:
Pre-conditioning:
During conditioning:
Post-conditioning:
Higher-Order Conditioning (Second-Order Conditioning):
Occurs when a new neutral stimulus is paired with an already established conditioned stimulus.
Example (Tiger the Cat): Once a cat associates the sound of a can opener (CS1) with food (UCS), its owner might pair a squeaky cabinet door (NS) with the can opener (CS1). Eventually, the cat responds to the squeak (CS2) alone.
Limits: It is very difficult to achieve conditioning beyond the second-order level.
Real-World Applications and General Processes of Classical Conditioning
Stingray City Example: Southern stingrays normally live solitary lives. However, for around years, humans cleaned fish at a specific sandbar (UCS), leading stingrays to eat there (UCR). Now, stingrays associate the sound of a boat engine (CS) with food (CR).
Human Examples:
Angelina: A -month-old who gets excited and salivates when she sees the specific blue canister of formula (CS) used by her parent, Elan.
Moisha: A cancer patient who associated the doctor's office (CS) and syringes (CS2) with the nausea caused by chemotherapy drugs (UCS). Even during remission, she feels nauseous (CR) when visiting the oncologist for a check-up.
Acquisition: The initial period of learning when an organism connects the NS and UCS. Timing is critical; the interval is often as short as seconds, though it can be longer.
Taste Aversion:
A unique type of conditioning where there is an interval of several hours between the stimulus (ingested food) and the response (illness).
Research: Garcia and Koelling () showed biological constraints; rats learned to associate flavors with illness but not lights or sounds with illness.
Evolutionary Perspective: This is an adaptation to help species avoid harmful substances.
The Rescorla-Wagner Model (): A mathematical formula developed by Robert Rescorla and Alan Wagner that calculates the probability of an association being learned based on the predictability of the UCS occurring after the CS.
Extinction: The gradual weakening and disappearance of the conditioned response when the UCS is no longer presented with the CS.
Spontaneous Recovery: The return of a previously extinguished conditioned response after a rest period.
Stimulus Discrimination vs. Generalization:
Stimulus Discrimination: Responding differently to various stimuli that are similar (e.g., Tiger the cat ignoring the electric mixer while responding to the can opener).
Stimulus Generalization: Demonstrating the CR to stimuli that are similar to the CS (e.g., Little Albert fearing all furry things, not just the white rat).
Behaviorism and Human Emotion
John B. Watson: The founder of behaviorism. He argued that psychology must focus on outward observable behavior and rejected the study of internal mental processes.
The Little Albert Experiment ():
Conducted by Watson and Rosalie Rayner at Johns Hopkins University.
They conditioned a fear response in a baby (Little Albert) by pairing a white rat (NS) with a loud sound (UCS – hammer striking a metal bar).
Little Albert developed a fear of the rat (CS) and generalized that fear to other objects, such as a rabbit, a furry coat, and a Santa Claus mask.
Ethics: Today, this study would be considered unethical.
Advertising: Executives use classical conditioning to make products desirable. For example, associating attractive models with cars lead consumers (specifically men in a cited study by Cialdini) to rate those cars as faster and better designed.
Operant Conditioning
Definition: Learning to associate a behavior with its consequence (reinforcement or punishment).
B.F. Skinner: Proposed that behavior is motivated by consequences. He based his work on Edward Thorndike's Law of Effect, which states that satisfying consequences increase the likelihood of behavior, while unpleasant ones decrease it.
Skinner Operant Conditioning Chamber (Skinner Box): A box containing a lever or disk that an animal can manipulate for food rewards. A recorder tracks the number of responses.
Terminology Specifics:
Positive: Adding something.
Negative: Taking something away.
Reinforcement: Increasing the frequency of a behavior.
Punishment: Decreasing the frequency of a behavior.
The Four Quadrants of Operant Conditioning:
Positive Reinforcement: Adding a desirable stimulus (e.g., paying a child dollars for every book read, praising a student, giving a dog a treat for sitting).
Negative Reinforcement: Removing an undesirable stimulus (e.g., the "beep" of a car stopping when you buckle your seatbelt; horse trainers removing leg pressure when a horse turns).
Positive Punishment: Adding an undesirable stimulus (e.g., scolding a student for texting; making a child write "I will not hit my brother" times).
Negative Punishment: Removing a pleasant stimulus (e.g., taking away a favorite toy; a time-out).
Reinforcers and Schedules of Reinforcement
Primary Reinforcers: Have innate reinforcing qualities and are not learned (e.g., food, water, sleep, shelter, sex, touch, pleasure).
Secondary Reinforcers: Have no inherent value and only acquire reinforcing qualities when linked to a primary reinforcer (e.g., praise, money, gold stars/stickers).
Token Economics: A behavior management system where tokens (secondary reinforcers) are earned for good behavior and can be exchanged for rewards (e.g., minutes of playtime). Effective in schools, prisons, and hospitals.
Continuous Reinforcement: The organism is reinforced every time the behavior occurs. Fastest way to teach a new behavior.
Partial (Intermittent) Reinforcement:
Fixed Interval: Reinforcement after a predictable amount of time (e.g., a patient getting pain medication every hour). Result: Scallop-shaped response pattern with significant pauses.
Variable Interval: Reinforcement after unpredictable amounts of time (e.g., a manager checking restaurant cleanliness for random bonuses). Result: Moderate, steady response rate.
Fixed Ratio: Reinforcement after a predictable number of responses (e.g., piecework pay for every items sold). Result: High response rate with short pauses.
Variable Ratio: Reinforcement after an unpredictable number of responses (e.g., gambling/slot machines). Result: High, steady response rate; most resistant to extinction.
Shaping and Behavior Modification
Shaping: Rewarding successive approximations toward a target behavior. Used for complex behaviors (e.g., pigeons playing ping pong, a child learning to clean their entire room in stages).
Steps in Shaping:
Reinforce any response resembling desired behavior.
Reinforce the response that more closely resembles it (stop reinforcing previous ones).
Reinforce even closer approximations.
Reinforce closer and closer approximations.
Finally, reinforce only the desired behavior.
Behavior Modification: Using operant conditioning to replace undesirable behaviors with acceptable ones.
Time-out: A negative punishment method. Effective if the child is removed from a desirable activity. Rule of thumb: minute for every year of the child's age.
Neuroscience of Gambling and Addiction
Brain Chemistry: Gambling activates the reward centers using dopamine. "Near misses" also trigger dopamine, similar to the effects of cocaine and heroin.
Hormones: Pathological gambling involves norepinephrine (related to stress and thrill) and potentially deficiencies in serotonin (linked to compulsive behavior).
The DSM-5: Now classifies gambling as an addiction rather than an impulse control disorder due to these findings.
Cognition and Observational Learning
Latent Learning: Learning that occurs but is not observable until there is a reason to demonstrate it.
Edward C. Tolman: Showed that rats developed a cognitive map (mental picture of a layout) of a maze without immediate reinforcement. They only demonstrated this knowledge once food was placed at the end.
Human Example: Ravi learns the bike route to school by being driven by his father for years (latent learning), only demonstrating it when he has to bike himself.
Observational Learning (Modeling): Learning by watching others (models).
Mirror Neurons: Specific neurons thought to be involved in imitative learning.
Social Learning Theory (Albert Bandura): Proposed that learning can occur without external reinforcement and involves internal mental states.
Types of Models:
Live: Behavior demonstrated in person.
Verbal: Behavior described/explained.
Symbolic: Behaviors shown in media (books, TV, internet).
Steps in the Modeling Process:
Attention: Focusing on the model.
Retention: Remembering the observation.
Reproduction: Performing the behavior.
Motivation: The desire to copy behavior, influenced by vicarious reinforcement (seeing the model rewarded) or vicarious punishment (seeing the model punished).
The Bobo Doll Study (): Bandura showed that children would imitate an adult's aggressive behavior toward an inflatable doll if the adult was not punished.
Prosocial and Antisocial Effects:
Prosocial: Modeling positive behaviors (e.g., reading, healthy eating, kindness).
Antisocial: Modeling aggression. Research shows about of child abuse victims become abusive parents. There is ongoing debate and research regarding the link between media violence (e.g., violent acts seen by high school graduation) and real-world aggression (Craig Anderson vs. Christopher Ferguson).