real Q1 - Intro, Nero, CC, OC Flashcards
nativism
humans are shaped primarily by their inherited nature
fixed at birth
empiricism
humans are primarily shaped by their experiences - nurture
behaviorism
focus on behavior bc it’s observable, quantifiable, and objective
nature vs nurture
nature: what we’re born with
nurture: shaped by experience
Learning
the process by which changes in behavior arise as the result of experience interacting with the world
Memory
the record of our past experiences, which are acquired through learning
hippocampus
memory consolidation to LTM
learning new facts
amygdala
controls the impact of emotions on memory
- emotional memory
Basal ganglia
planning and producing skilled movements
MRI vs fMRI
MRI: detects water density
fMRI: detects blood flow activation
neural plasticity
re-wiring of the brain based on experience
the brain is always changing
- adapts to make up deficits
- make more/less transmitter
- Have more/less receptors
- Make synapses bigger/smaller
- Eliminate synapses/make new synapses
Neural Plasticity types (2)
- LTP – long-term potentiation
- LTD – long-term depression
Neural Plasticity and Learning
- Experience provokes neural plasticity
- This neural plasticity alters the way the brain processes information
- On the next experience, behavior will be altered
ex. in rats raised in enriched environments, neurons make more synaptic contacts
classical conditioning steps (2)
- Begins with an innate (unlearned) reflex
- Unconditioned stimulus (US): food
- Unconditioned response (UR): salivation - A neutral stimulus (CS) is then repeatedly presented before the reflex is triggered, producing a new reflex
- Conditioned stimulus (CS): bell
- Conditioned response (CR): salivation
conditioned compensatory response
CR that is the opposite of the UR, helping to balance/correct for the US-UR reflex
- Inject adrenaline (US) -> heart rate increase (UR)
- Repeat procedure in same testing chamber (CS)
Eventually, CS comes to produce a decrease in heart rate (CR) that helps maintain homeostasis (balance) against expected adrenaline injection = tolerance - testing chamber evokes a CR that weakens the overall effects of the drug
extinction
Breaking the association between the CS and US can extinguish the new CS->CR reflex:
- Present the CS alone repeatedly.
- Initially, CS evokes strong CRs.
- With repetition, however, CS becomes less effective, similar to beginning of training
timing
- Delay conditioning: best learning
- Trace conditioning: optimal interstimulus interval (ISI) with less learning at delays too short or too long
Operant Conditioning
S->R->O
context->response->outcomes
- law of effect
Law of Effect
- behaviors with positive effects are repeated
- behaviors with negative effects are not
O: outcomes
determine change in behavior
Positive Reinforcement
If it leads to positive effects, do it more
ex. Study-> get a good grade
Study more
Negative Reinforcement (escape)
If it ends/avoids a negative effect, do it more
- do something to end behavior
ex. Take aspirin -> Headache ends
Take aspirin for pain more often
Positive Punishment
If it leads to negative effects, do it less
ex. Arrive late -> Points off
Arrive late less often
R: response - Behavioral Unit
class of behaviors producing an effect
- using any mean to get to an end: goal or intention
S: Discriminative Stimulus (Context)
tell us which contingencies are in effect
If S, R->O (ex. if I push a lever when light is on, I’ll get food)
If no S, R does nothing (if light is off, no food)
punisher
outcome that decreases the frequency of the behavior
Schedules of Reinforcement (4)
- fixed ratio (FR)
- fixed intervals (FI)
- variable ratio (VR)
- variable interval (VI)
Variable Interval (VI)
After Y amount of time passes (seconds, min, hours), 1R produces 1O, but Y changes after each O
Ex. Notifications
- Behavior before interval expires has no consequence.
Fixed Ratio (FR)
Every X Rs produces 1 O
Variable Ratio (VR)
Every X Rs produces 1 O, but X changes with each reinforcer (gambling, sports)
- Identified by average number of Rs per O
Fixed Interval (FI)
After Y amount of time passes (seconds, min, hours), 1R produces 1O
Ex. After 5 hrs of work get 1 hour break
Behavior before interval expires has no consequence
VR vs VI
VR: more responses = more reinforcers (got to play to win!)
VI: more responses ≠ more reinforcers (only need to check in)
Appetitive Conditioning
new reflex prepares to obtain the US
Aversive Conditioning
new CS->CR reflex helps avoid noxious US
- works after 1 trial
ex get food poisoning from fish -> never eat fish again
negative punishment (omission)
If it ends/avoids a positive effect, do it less
ex. miss curfew -> phone gets taken away
miss curfew less often
OC vs CC
OC:
1. Animal operates on the environment
2. Stimulus evokes a response to produce an outcome (S->R->O)
3. Animal connects context, behavior, and outcome
CC
1. Environment operates on the animal
2. Stimulus evokes Response (S->R)
3. Animal learns CS predicts US
Learning op 2
Experiences of interacting w the world result in behavioral changes
punishment consequences
- cheating
- reinforcement along w/punishemnt
3.
cheating
discriminative stimuli for punishment can encourage cheating - certain situations can determine whether a person will get punished or not (not speeding when cops are around but speeding other times)
reinforcement along w/ punishment
The effects of punishment can be counteracted if reinforcement occurs along with the punishment
ex. getting punished for talking in class but will cont to do so if get approval from classmates)
strong punisher
initial intensity matters. Punishment is most effective if a strong punisher is used from the outset—from the initial exposure (expulsion won’t have the same effect if it comes after a waring and detention b/c they were milder punishments)