lecture 9 Flashcards

1
Q

What is behaviourism?

A

personality is the sum of everything a person does (behaviourism is the observable part)
- Habituation, classical condiitoning, higher order conditioning, learned helplessness, and operant conditioning

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Habitatuation

A
  • behaviour change in response to experience
  • can habituate violence from media
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

classical conditioning

A
  • stimuli that occur close together in time will elicit same response
  • learning that occurs when a neutral stimulus (e.g., a tone) becomes associated with a stimulus (e.g., food) that naturally produces a behaviour
  • dog salivates over food -> dog does not salivate over a bell -> ring bell as dog salivates over food -> dog salivates bc bell
  • unconscious

little albert
- humans shaped by environment (fears are learned)
- not afraid of something until it was associated with something he was scared of (made a loud sound whenever albert saw a rat, therefore he became scared of rats even without the loud sound)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

higher order conditioning

A

conditoned stimulus acts as an unconditioned stimulus
- can opener + food causes cat to salivate
- squeaky cabinet door + can opener causes cat to salivate bc he associated can opener with food
- squaker cabinet door causes cat to salivate

example
- certain song (NS) + dancing with partner (US) → pleasant feelings (UR)
- certain song (CS) → pleasant feelings (CR)
- car (NS) + certain song (CS) → pleasant feelings (CR)
- car (CS) → pleasant feelings (CR)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

learned helplessness

A
  • behavior pattern where individual believes that their environment is unpredictable and nothing they do matters (Nothing I do matters → learned helplessness, depression)
    • symptoms of depression found in humans (lethargy, sluggishness, passive in the face of stress and appetite loss)

Learned helplessness in humans (Hiroto, 1974)
- Three groups
- Controllable noise condition: could terminate noise by pressing buttons
- Uncontrollable noise condition: noise shut off independent of participant’s
behavior
- third group: no noise
- Second phase: all groups exposed to noise that could be terminated
- Results??

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

operant conditioning

A

persons behaviour is a direct result of environment
- shaped by rewards/punishments
- a good result makes behaviour more likely
- training a dog to sit by giving them a treat
- mostly done consciously

positive reinforcement
- something added to increase likelihood of a behaviour (praise for good grades)
- presenting pleasent stimulus after desired behaviour to increase said behaviour

negative reinforcement
- something removed to increase likelihood of a behaviour (cleans room to avoid nagging)
- removing unnpleasent stimulus after desired behaviour to increase said behaviour

positive punishment
- something added to decrease likelihood of a behaviour (scolding child for fighting)
- presenting unpleasent stimulus after undesired behaviour to decrease said behaviour

negative punishment
- something removed to decrease likelihood of a behaviour (phone taken away after not studying)
- removing pleasent stimulus after undesired behaviour to dencrease said behaviour

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

shortcomings of behaviourism

A
  • depends on an individuals unique learning history
  • ignores social learning; humans interact differently than animals
  • can/should we develop a society where behaviour is engineered through operant?
  • who deides good behaviour?
  • pigeon thing
    • During World War II, Project Pigeon (later Project Orcon, for “organic control”) was American behaviorist B. F. Skinner’s attempt to develop a pigeon-guided missile. The control system involved a lens at the front of the missile projecting an image of the target to a screen inside, while a pigeon trained (by operant conditioning) to recognize the target pecked at it. As long as the pecks remained in the center of the screen, the missile would fly straight, but pecks off-center would cause the screen to tilt, which would then, via a connection to the missile’s flight controls, cause the missile to change course.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Contributions of behaviourism to personality

A
  • Establishing psychology as an objective science ??
  • Recognition of the impact of environment
    • Watson challenged eugenics movement in psychology
  • Technology of behavior change
    • Phobias, addictions, emotional and behavioral disorders
    • Generalizability and long-term effectiveness questionable
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

social cognitive learning theories

A

insight learning
- preparation (gain information)
- incubation (information reflected in back)
- insightful experience (solution found)
- verification (solution acted on)

bandura
- observational learning - learning that forms on the basis that personality is social
- cognitive processes - mediate link between stimulus and response

self-efficacy
- feelings of adequacy, efficiency, and competence
- efficacy expectations influence which activities are chosen or abandoned
- belief that you are capable of doing what you want

Mischel cognitive
- affective personality system (CAPS) theory
- importance of situational variables and cognititve qualities
- units and categories
- behaviour is not the result of some global personality trait; instead CAPS and situation
- Personality: stable system that mediates how individual selects, construes, and processes social information and generates social behavior

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

The Cognitive-Affective Personality System (CAPS)

A
  • personal qualities that affet how information is processed and ahow behavioural decisions are made
  • Affect: feelings, emotions, and affective responses
    Competencies and self-regulatory systems and
  • Plans: cognitive abilities and skills, knowledge, ability to self-regulate

encoding
- how information about things are processed, stored and used

expectations and beliefs
- about social world, and outcomes of behaviours in certain social situations

goals and values
- life goals and values, desirable outcomes, and aversive outcomes

everyones pattern of contingencies is unique

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

BEATS

A

beliefs, goals, and action tendencies
- needs->goals->BEATS->personality traits

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

cybernetic big five theory

A

neuroticism
- sensitive to uncertainty, threats/punishments
- activation triggers flight/fight/freeze

extraversion
- sensitive to rewards
- social interaction is highly rewarding; therefore interacts more socially

agreeableness
- alturism and cooperation
- in coordination of goals

conscientiousness
- selection and prioritzation of goals
- makes sure you follow through on goals

openness
- perception and imagination

intellect
- causal and logical reasoning

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

motivation

A

goals drive behaviour by influencing what one attends to, thinks about, and does
- Idiographic goals are unique to the person
- Nomothetic goals are common to all

incremental view of intelligence
- intelligence is mallaeble
- can change with effort

Entity view of intelligence
- intellience is fixed
- cannot change with effort

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

emotions

A

set of mental and physical procedure
- apprasial, physical responses, facial expressions, non verbal behaviour (same time or diff order is possible too)
- can be because of immediate stimuli, classical condiitong, memories or thoughts

Some emotions may be universal because they were evolutionarily advantageous. It may be advantageous to be able to perceive these emotions accurately in others.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

emotional experience

A
  • individual differences in emotions are core aspects of personality.
    • Preference for emotions
    • Affect intensity
    • Rate of change
  • Emotional intelligence: accurate perception of emotions in oneself and others; good regulation of one’s emotions
    • Alexithymia; inability to identify, express or descrive ones own emotions
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Emotions and personality

A

emotions are a core aspect of personality
- they help us understand personality ( how people experience emotions, and how they prefer to express their emotions (high/low intensity))

17
Q

Cultural contexts and emotions

A

different cultures express emotions differently

collectivistic (non-WEIRD)
- value calm, low intensity emotions
- harmony and emotional balance

individualistic (WEIRD)
- focus on high intensity emotions
- emphasize individual expression and self focused feelings of euphoria

18
Q

Dynamic aspects of emotion

A

impact intensity
- the degree of arousal/energy felt during emotional expereinces
- high intensity emotions lead to stronger physiological responses

rate of change
- how quickly individuals shift from one emotion to another
- includes positive to negative and negative to positive shifts

19
Q

happiness

A
  • satisfaction with life/aspects of life, high levels of positive emotion

hedonic
- maximize pleasure, minimize pain
- selfishness, materialism
- life may lack meaning and depth

eudaimonic
- meaningful goals and life

Happiest country is finland and denmark
least happy country are senegal and niger

20
Q

dimensions of happiness

A

global life satisfaction
- “in general, i am happy with my life”

domain specific satisfaction
- happiness derived from specific areas in life

emotional balance
- high levels of positive and low levels of negative emotions

21
Q

age and happiness

A

younger ppl
- define happiness as high intensity and high arousal emotions

older ppl
- define happiness as lower arousal, more stable emotions

22
Q

consequences of happiness

A
  • higher levels of extraversion, agreeableness and coscientiousness
  • failure to recognize risks
  • unrealistic happiness interferes with managing issues
  • can be dissapointing if used as a goal
  • arrogant happiness

good things
- ppl make better decisions
- high accomplishment
- vitrious cycle
- promote behaviours that lead to good things

23
Q

Three sources of happiness

A

genetic set point (50%)
- individuals have a bseline of happiness due to genetics
- nueroticsism and extraversion have genetic influece
- life events only temperarily impact happiness; thus everyone returns to their set point

Life cicrumstances (10%)
- external factors like income, marital status, educatiron, and health
- smaller long term impact

intentional activities (40%)
- focus on positives
- setting goals
- spending money on experiences rather than goods
- cultivating gradititude