Lecture 3- Learning and Memory, Motivation Flashcards

(30 cards)

1
Q

Learning

A

refers to a relatively permanent change in behaviour that is caused by experience

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2
Q

learning can take place either:

A
  1. vicariously

2. incidentally

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3
Q

processes of behavioural learning

A

-black box
observable behaviour
classical condition and instrumental conditioning

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4
Q

classical conditioning:

A

a stimulus that elecits a response is paired with another stimulus that initially does not elicit a response on its own

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5
Q

Pavlov introduced

A
  1. unconditioned stimulus
  2. conditioned stimulus
  3. conditioned responses
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6
Q

associative learning

A

consumers learn associations between stimuli in rather simple fashion without more complex processes.

(classical conditioning is a form of associative learning).

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7
Q

Associative learning: Repetition

A
  • repetition increases learning

- more exposure- greater awarness

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8
Q

stimulus generalization

A

tendency for stimuli similar to a conditioned stimulus to evoke similar, unconditioned responses. (eg. licensing, family branding, look-alike packaging)

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9
Q

stimulus discrimination

A

occurs when a stimulus to a CS is not followed by UCS. (reactions are weakened)

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10
Q

masked branding

A

deliberately hides a products true origin

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11
Q

brand equity

A

a brand has strong positive associations in a consumers memory and commands a lot of loyalt as a result

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12
Q

instrumental conditioning (operant conditioning)

A

the individual learns to perform behaviours that produce positive outcomes and to avoid those that yield negative outcomes (example roll up the rim).

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13
Q

Four types of learning schedules include:

A
  1. fixed-ratio
  2. variable-ratio
  3. fixed-interval
  4. variable -interval
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14
Q

frequency marketing

A

reinforces the behaviour of regular purchasers by giving them prizes with values that increase along with the amount purchased. (pioneered by airlines)

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15
Q

gamification:

A

involves borrowing from basic principles of game mechanics to motivate consumers across a broad spectrum of behaviours. (eg brand loyalty, social marketing, employee performance)

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16
Q

observational learning:

A

people watch the actions of others and note the reinforcements they receive for their behaviours (eg. modelling, vicarious learning, violence and children)

17
Q

cognitive learning theory

A

stresses the importance of internal mental processes and views people as problem solvers who actively use information from the world around them to master their environment.

18
Q

Observational learning

A

attention, retention, production processes, motivation, observational learning

19
Q

memory

A

acquiring information and storing it over time so that it will be available when needed.

20
Q

encoding

A

we encode information to help us retain it later. (sensory meaning, semantic meaning, personal relevance)

21
Q

associative networks

A

propose that an incoming piece of information is stored in an associate network, consumer has organized systems of concepts relating to brands, stores, manufacturers.

22
Q

spreading activation

A

meaning can be activated indirectly.

23
Q

meaning types associated with nodes:

A
  1. brand specific
  2. ad specific
  3. brand identification
  4. product category
  5. evaluative reactions
24
Q

individual nodes

A

meaning concepts

25
two ore more connected nodes
proposition (complex meaning)
26
two or more propositions
schema
27
retrieval for purchase decision
process of accessing information from long-term memory factors.
28
appropriate factors/cues related to retrieval
1. state dependent retrieval/mood congruence effect 2. familiarity 3. salience and recall effect 4. visual memory versus verbal memory
29
cue of the cloud effect
connection between the online environment and the physical store that impacts memory and purchase
30
factors influencing forgetting
1. decay 2. interference 3. retroactive versus proactive 4. part-list cueing effect