Learning and Behaviorism Lecture (OpenStax Psychology 2e – Chapter 6)
Unlearned Behaviors: Instincts and Reflexes
- Innate behaviors (do not require experience) help organisms adapt.
- Reflexes
• Automatic motor / neural reactions to a specific stimulus.
• Simpler than instincts; involve isolated body parts and primitive CNS centers (spinal cord, medulla).
• Example: newborn human sucking reflex. - Instincts
• Triggered by broader events (e.g., aging, seasonal change).
• More complex; involve the whole organism; require higher brain centers.
• Examples: migration, mating rituals.
- Reflexes
Defining Learning
- Learning = “a relatively permanent change in behavior or knowledge that results from experience.”
- Involves both conscious & unconscious processes.
- Produces associative learning: connecting stimuli/events that co-occur.
- Core behaviorist approaches
1. Classical conditioning
2. Operant conditioning
3. Observational learning - Illustration: Dog associates specific behaviors with receiving treats → operant example.
Classical Conditioning (Pavlov)
- Organism learns to associate two stimuli and anticipate events.
- Pavlov’s dogs salivated to footsteps → discovery of conditioned responses.
Terminology & Stages
- Before Conditioning
• Unconditioned stimulus (UCS): food.
• Unconditioned response (UCR): salivation.
\text{Food (UCS)} \rightarrow \text{Salivation (UCR)} - During Conditioning
• Neutral stimulus (NS): bell (no salivation initially).
• Pair NS with UCS repeatedly: \text{Bell (NS)} + \text{Food (UCS)} \rightarrow \text{Salivation (UCR)} - After Conditioning
• Bell becomes conditioned stimulus (CS).
• Conditioned response (CR): salivation to bell.
\text{Bell (CS)} \rightarrow \text{Salivation (CR)}
Higher-Order Conditioning
- A second-order stimulus (e.g., squeaky cabinet) paired with existing CS (can opener) → also elicits CR (cat salivation) even without original CS.
General Processes
- Acquisition: initial pairing phase; optimal when interval between NS & UCS is very short.
• Exception: taste aversion can emerge after hours & single pairing. - Extinction: CR weakens when CS appears without UCS.
- Spontaneous recovery: reappearance of extinct CR after rest.
- Stimulus discrimination: respond differently to similar stimuli (specific bell vs. other bell tone).
- Stimulus generalization: respond to stimuli resembling CS (fear of one spider → fear of all).
- Habituation: decreased response to repeated, unchanging stimulus.
Acquisition / Extinction Curve
- Rising curve = strength of CR during acquisition.
- Decline = extinction.
- Brief plateau & resurgence after pause = spontaneous recovery.
Behaviorism & Human Emotions (Watson)
- John B. Watson: all behavior = stimulus–response; emotions can be classically conditioned.
Little Albert Study
- Phase 1: Neutral furry objects (white rat, rabbit, dog, cotton) → no fear.
- Phase 2: Pair each touch with loud noise → induces fear (UCR).
- Phase 3: After repetitions, Albert fears the furry stimulus alone (CR).
- Stimulus generalization: fear extended to all furry items (even Watson in Santa mask).
- Ethical concerns: long-term effects unknown; no desensitization reported.
Operant Conditioning (Skinner)
- Organisms learn association between behavior and consequence.
- Grounded in Law of Effect (behaviors followed by pleasant outcomes more likely repeated).
- Terminology matrix
• Positive = add stimulus.
• Negative = remove stimulus.
• Reinforcement = increase behavior.
• Punishment = decrease behavior.
Skinner Box
- Chamber with lever/key; pressing releases food.
- Enabled precise study of response rates & schedules.
Reinforcement
- Positive reinforcement (add pleasant): high grades, paychecks, praise, sticker charts → trip to ice-cream.
- Negative reinforcement (remove unpleasant): seat-belt beep stops when belt fastened.
Punishment
- Positive punishment (add unpleasant): scolding for texting.
- Negative punishment (remove pleasant): toy taken after misbehavior.
Shaping
- Reinforce successive approximations toward complex target behavior.
1. Reward any resemblance.
2. Reward closer approximations; stop earlier rewards.
3. Continue until only exact behavior reinforced. - Critical for training animals & teaching multistep tasks.
Reinforcers
- Primary: innate value (food, water, sleep, sex, pleasure).
- Secondary: learned value via association (praise, money, tokens).
• Token economies in prisons, schools, hospitals.
Reinforcement Schedules
- Continuous: reinforce every correct response → fastest acquisition but rapid extinction.
- Partial (Intermittent): reinforce only some responses → slower acquisition, greater resistance to extinction.
Dimensions
- Fixed vs. Variable & Interval vs. Ratio
- Fixed Interval (FI): predictable time gaps (pain meds every 4 hours).
- Variable Interval (VI): unpredictable time gaps (checking Facebook).
- Fixed Ratio (FR): predictable response count (paid per 10 products).
- Variable Ratio (VR): unpredictable response count (slot machines).
Behavioral Patterns
- VR: highest, steady response; hard to extinguish (gambling).
- FR: high response then pause (commission sales).
- VI: moderate steady (restaurant manager checks).
- FI: “scallop” pattern—post-reinforcement pause then acceleration (surgery patient waits for next dose).
Observational Learning (Modeling)
- Learn by watching others then imitating (monkey drinks from bottle after watching human).
- Model = individual demonstrating behavior.
Types of Models
a. Live: actual person (yoga instructor).
b. Symbolic: via media/imagery (TV character) – physical presence unnecessary.
Social Learning Theory (Bandura)
- Learning requires cognitive processes beyond mere imitation.
- Modeling process steps
1. Attention – noticing behavior.
2. Retention – remembering.
3. Reproduction – ability to perform.
4. Motivation – desire; influenced by observed outcomes. - Vicarious reinforcement / punishment modulate observer’s likelihood to imitate.
Bobo Doll Experiment
- Children watched adult attack 5-foot Bobo doll.
• Adult consequences manipulated: praised, punished, or ignored.
• Results: punishment ↓ child aggression; praise/neutral ↑ imitation. - Conclusion: observed consequences shape children’s behaviors; implications for prosocial & antisocial modeling.
Media Violence & Aggression
- Research indicates correlation between exposure to violent video games/TV and aggressive behavior in children—ongoing debate over causality.
Ethical & Practical Implications
- Conditioning principles inform therapy, education, marketing, animal training, habit formation.
- Ethical concerns:
• Conditioning fear in infants (Little Albert) violates modern standards.
• Use of punishment vs. reinforcement—side effects (anxiety, aggression, avoidance). - Importance of positional awareness: reinforcement schedules can foster problem gambling (VR schedules).
Key Take-Away Equations & Numbers
- Acquisition pairing frequency often \geq 5–10 repetitions (rule of thumb).
- Fixed Ratio example: \text{Pay} = \$10 \times (\text{every } 50 \text{ items}).
- Scallop pattern in FI visualized as successive curves peaking just before reinforcement interval lapses.
Connections to Foundational Principles
- Law of Effect (Thorndike) → foundation for Skinner’s operant framework.
- Cognitive revolution highlighted limits of strict behaviorism, yet social learning theory bridged behavioral & cognitive domains.
Real-World Applications
- Education: token economies, shaping through incremental goals.
- Clinical: systematic desensitization uses classical principles to treat phobias.
- Workplace: variable ratio bonuses to maintain high productivity.
- Technology: app notifications exploit VI schedules to drive engagement.