final Flashcards

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1
Q

Adams’ Two-Stage Theory

A

Verbal Motor Stage:

  • Acquisition of perceptual trace: memory of the sensations produced by sensory neurons. The ability to coordinate muscles and execute the right move.
  • Coach or teacher is needed for constant feedback

Motor Stage:

  • Coach is no longer needed for learning
  • Perceptual trace is internalized and we know how the right move feels like
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2
Q

Schmidt Schema Theory:

A

This theory only applies to advanced skills. (No mention of a coach in this theory)

Perceptual Schema: people develop perceptual and motor schemas to learn a new complicated skill. These schemas are memories of sensations produced by sensory neurons. (the remember how your body should be when you are trying to perform a particular action)

Motor Schema: general rules about the relationship between efforts and goals. Schemas become more complex and go across situations. New experiences make a player more skilled. (relationship b/w what you do and what you accomplish. effort/goals)

(More experience = more complex schemas)

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3
Q

Continuous Reinforcement

A

Each response is reinforced and leads to a quick increase in response rate. This schedule is very difficult to maintain. Every time the behavior happens, you give reinforcement.

Every time the child writes a letter of the alphabet, the child gets a gold star.

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4
Q

Intermittent Reinforcement:

A

Essay Q:-Fixed Ratio (FR): Reinforcement is given after a fixed number of responses like FR5, FR9, FR7, and FR12. This schedule is easier to maintain and more effective, but has Post-Reinforcement Pause when an animal rests for a short time and stops responding after the reinforcement. The causes of this phenomenon are unclear, perhaps, it is because of fatigue, being satisfied, or some competing activity. Ex: car salesman. You get paid more after they sell more cars.

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5
Q

Variable Ratio (VR):

A

The number of responses that are required for reinforcement varies around some average for example VR 4,8,12,4. Does not have Post-Reinforcement Pause. The animal can’t predict when the reinforcement will happen. Ex: Slot machine.

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6
Q

Fixed Interval (FI):

A

based on a predetermined period of time that reinforcement is delivered but the response has to occur at least once during that period of time. F13, FI6. This schedule has Post-Reinforcement Pause because it is predictable.

Ex: when kids are asked to write letters, every 30 minutes the teacher walks around the classroom and gives out a gold star to those that have traced the letter. At least once during the 30 mins

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7
Q

Variable Interval (VI):

A

the interval of reinforcement varies, VI 2,4,6,8. The response has to occur at least once during each interval. No Post-Reinforcement Pause because it is not predictable.

Ex: air traffic controllers.

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8
Q

-Fixed Time (FT):

A

The reinforcement occurs at predetermined intervals regardless of the response FT2 (2 represents the time interval: 2 seconds). No Post-Reinforcement Pause because they don’t have to work for it. Every 30 seconds, a food pellet is given.

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9
Q

Variable Time (VT)

A

The reinforcement occurs at various intervals regardless of the response FT2,4,6,8. No Post-Reinforcement Pause.

Ex: going fishing.

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10
Q

Observational learning in animals:

British songbirds and milk bottles

A
  • One bird started drinking the milk and then it became a phenomenon. Drank until they were full and left the milk jar half full. They poked through the foil. They thought it was the kids, but it turns out it was the birds.
  • Natural environment
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11
Q

Japanese Macaque monkeys and sweet potatoes

A
  • Potatoes covered in sand, monkeys do not like sand. They watched a young monkey taking the potato running to the water and washing the potato and eating it. After 2-3 times, younger and younger monkeys started washing them. The older monkeys never did wash their potatoes.
  • Natural observation with experiment
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12
Q

three species of bats (with vision) trained to observe other members of the species how

A
  • to find (fav food) mealworms from a target
    • There is also a control group to have a baseline. Fly from a far location to get the mealworm from the target. Each group was different species. The observer learned the action much faster.
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13
Q

Symbolic Modeling:

A

Symbolic Modeling:

A behavior or its consequences can be modeled with words. Only in humans!! Symbols or words. You don’t see, watch. You read about. You learn from someone else’s experience and you learn from their mistakes. We learn from other people’s experiences.

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14
Q

Systematic desensitization

A

-Systematic desensitization

the patient is exposed to what they are afraid of in an incremental way: gradual

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15
Q

Flooding

A

flood the patient with what they are afraid of to show them there is nothing to be

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16
Q

virtual reality therapies

A

virtual reality therapy

exposed to what you fear using virtual reality

17
Q

Modeling:

A

-Modeling:

Patient learns new skills by imitating model

-used more with children

18
Q

Aversion Therapy

A

Aversion Therapy:

modifying behaviors by punishment

-conditioning

19
Q

Systemic use of reinforcement:

A

-Systemic use of reinforcement:

uses reinforcement to suppress unwanted behavior

-positive reinforcement; schedules of reinforcement in a more systematic way

20
Q

-Token Economies:

A

Token Economies:

establishes adaptive behavior for psychiatric in patients

-used for prisoners, patients in mental institutions

21
Q

Biofeedback

A

Biofeedback:

connects patients to physiological indicators

-connect you to the biofeedback machine which gives them control of their biological

Types:

Thermal biofeedback measures skin temperature.

Electromyography measures muscle tension.

Neurofeedback or EEG biofeedback focuses on electrical brain activity.

22
Q

True imitation

A

True imitation occurs when an animal imitates a behavior that it has never performed before and when it is an unusual behavior pattern for that species, which probably would not have been learned if the animal did not observe another animal performing it.

23
Q

Generalized Imitation

A

the idea that people will imitate in situations that are similar to those where imitations has been reinforced in the past

24
Q

Bandura’s Theory of Imitation

A

A theory that four factors are needed for imitation to occur, attentional processes, retentional process, motor reproductive processes, and incentive and motivational processes,