module 5 Flashcards

1
Q

habituation

A

shows how a relatively unimportant stimulus comes to be ignored

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2
Q

sensitisation

A

shows how an organism becomes more vigilant about stimulus

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3
Q

classical conditioning

A

is when a previously neutral stimulus elicits the same response as another stimulus, after repeatedly being paired together

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4
Q

operant conditioning

A

In operant conditioning, learning depends on (1) the behaviours of the organism and (2) the consequences of those behaviours to the organism

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5
Q

reinforcement

A

outcome that increases the strength/frequency/probability of a behaviour

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6
Q

punishment

A

outcome that decreases the strength/frequency/probability of a behaviour

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7
Q

positive reinforcement

A

adding something good

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8
Q

negative reinforcement

A

removing aversive stimulus

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9
Q

positive punishment

A

adding something bad

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10
Q

negative punishment

A

removing something desirable

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11
Q

what does operant conditioning explian

A

how an organism learns associations between its behaviour and the consequences of its behaviour

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12
Q

continuous reinforcement

A

every instance of the behaviour is reinforced

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13
Q

varieties of partial reinforcement

A

interval and ratio schedulesi

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14
Q

interval

A

time based reinforcement

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15
Q

ratio

A

responses based reinforcement

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16
Q

fixed scehdules

A

reinforcement is provided regularly

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17
Q

variable schedules

A

reinforcement is ireegular

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18
Q

memory

A

the retention of information over time

19
Q

multi-store model of memory

A

there is a sensory memory store for each of the sense modalities

20
Q

characteristics of sensory memory stores

A

responsible for storing “raw” modality specific sensory information. sensor information must be attended to and transferred to short term memory to avoid being lost or forgotten.

21
Q

iconic memory

A

the visual store. Storage capacity of 12 objects. only persists for less than one second.

22
Q

echoic

A

the hearing store. Only around five distinct auditory can be stored. lasts around 5-10 seconds.

23
Q

short term memory

A

approximately 7 items (plus or minus 2)

24
Q

rehearsal

A

repeating as a way of maintaining in short-term memory. lasts 20-30 seconds. also improves the likelihood of transfer from short-term to long-term.

25
Q

long-term memory

A

if it lasts more than 30 seconds

26
Q

in order to demonstrate memory for any event, even for a few seconds, one must engage in which three processes?

A

selective attention, awareness, recognition

27
Q

time based decay

A

according to time-based decay (or temporal decay) accounts, information in memory is progressively degraded by the simple passage of time.

28
Q

what period of time does time based decay extend from

A

It follows that extending the retention interval - the period of time between stimulus presentation and report - will produce poorer memory performance

29
Q

interference

A

counting backwards produces “distractor items” that are encoded into short-term memory making it harder to retrieve letters.

30
Q

free recall

A

stimulus are presented and are reported back

31
Q

recency effect

A

end of list items are remembered better

32
Q

primary effect

A

beginning of list items are remembered better

33
Q

what happens when STM capacity limit is hit

A

forget older items. New items could replace items currently held in STM

34
Q

cues

A

cues are features of the environment that direct us toward information In memory that we are trying to access or recall. boost likelihood of successful retrieval

35
Q

inference

A

sometimes, if an aspect of the environment changes, cues that used to signal appropriate responses can signal inappropriate responses - resulting in error

36
Q

proactive interference

A

older information disrupts retrieval of more recent information

37
Q

retroactive interference

A

more recent information disrupts retrieval of older information

38
Q

problem solving

A

a hallmark of complex higher. When solving requires one transition a scenario from one state to another

39
Q

algorithm

A

An algorithm is a fixed procedure for producing a solution to a problem. An algorithm will always produce a solution, but it may be inefficient

40
Q

heuristic

A

are “rule of thumb” that may or may not produce a solution. They often require less information that algorithms and are easier to use.

41
Q

means end analysis

A

Creates a sub-goal that moves you toward the end-goal. Complete steps to achieve the sib-goal

42
Q

hill climbing

A

Perform an action that moves you toward the end-goal. Repeat this process. Stop if you cannot perform an action that brings you closer to the end-goal. Extremely general method of problem solving

43
Q

catching a ball

A

Rule out decision alternatives on the basis of specific features. Attribute information Is not combined, minimising processing demands. Pool of viable options is rapidly reduced to a manageable number