Lecture 3- Learning and Memory, Motivation Flashcards

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
Q

two ore more connected nodes

A

proposition (complex meaning)

26
Q

two or more propositions

A

schema

27
Q

retrieval for purchase decision

A

process of accessing information from long-term memory factors.

28
Q

appropriate factors/cues related to retrieval

A
  1. state dependent retrieval/mood congruence effect
  2. familiarity
  3. salience and recall effect
  4. visual memory versus verbal memory
29
Q

cue of the cloud effect

A

connection between the online environment and the physical store that impacts memory and purchase

30
Q

factors influencing forgetting

A
  1. decay
  2. interference
  3. retroactive versus proactive
  4. part-list cueing effect