Section 2 Flashcards
Period of initial learning in classical conditioning in which a human or an animal begins to connect a neural stimulus and an unconditioned stimulus so that the neutral stimulus will begin to elicit the conditioned response
Acquisition
Form of learning that involved connecting certain stimuli or events that occur together in the environment (classical and operant conditioning)
Associative Learning
Learning in which the stimulus or experience occurs before the behavior and then gets paired or associated with the behavior
Classical Conditioning
Mental picture of the layout of the environment
Cognitive Map
response caused by the conditioned stimulus
Conditioned Response (CR)
Stimulus that elicits a response due to its being paired with an unconditioned stimulus
Conditioned Stimulus (CS)
Rewarding a behavior every time it occurs
Continuous Reinforcement
Decrease in the conditioned response when the unconditioned stimulus is no longer paired with the conditioned stimulus
Extinction
Behavior is rewarded after a set amount of time
Fixed Interval Reinforcement Schedule
Set number of responses must occur before a behavior is rewarded
Fixed Ratio Reinforcement Schedule
Using a conditioned stimulus to condition a neutral stimulus
Higher-Order Conditioning (Second Order Conditioning)
Unlearned knowledge, involving complex patterns of behavior, instincts are thought to be more prevalent in lower animals than in human
Instinct
Learning that occurs, but it may not be evident until there is a reason to demonstrate it
Latent Learning
Behavior that is follow by consequences satisfying to the organism will be repeated and behaviors that are followed by unpleasant consequences will be discouraged
Law of Effect
Change in behavior of knowledge that is the result of experience
Learning
Person who performs a behavior that serves as an example (in observational learning)
Model
Taking away a pleasant stimulus to decrease or stop a behavior
Negative Punishment
Taking away an undesirable stimulus to increase a behavior
Negative Reinforcement
Stimulus that does not initially elicit a response
Neutral Stimulus (NS)
Type of learning that occurs by watching others
Observational Learning
Form of learning in which the stimulus/experience happens after the behavior is demonstrated
Operant Conditioning
Rewarding behavior only some of the time
Partial Reinforcement
Adding an undesirable stimulus to stop or decrease behavior
Positive Punishment
Adding a desirable stimulus to increase a behavior
Positive Reinforcement
Has innate reinforcing qualities (ex: food, water, shelter, sex)
Primary Reinforcer
Implementation of a consequence in order to decrease a behavior
Punishment
Staunch form of behaviorism developed by B.F Skinner that suggested that even complex higher mental functions like human language are nothing more than stimulus-outcome associations
Radical Behaviorsim
Unlearned, automatic response by an organism to a stimulus in the environment
Reflex
Had no inherent value unto itself and only has reinforcing qualities when linked with something else (ex: money, gold stars, poker chips)
Secondary Reinforcer
Rewarding successive approximations toward a target behavior
Shaping
Return of a previously extinguished conditioned response
Spontaneous Recovery
Ability to respond differently to similar stimuli
Stimulus Discrimination
Demonstrating the conditioned response to stimuli that are similar to the conditioned stimulus
Stimulus Generalization
Natural (unlearned) behavior to a given stimulus
Unconditioned Response (UCR)
Stimulus that elicits a reflexive response
Unconditioned Stimulus (UCS)
Behavior is rewarded after unpredictable amount of time have passed
Variable Interval Reinforcement Schedule
Number of responses differ before a behavior is rewarded
Variable Ratio Reinforcement Schedule
Process where the observer sees the model punished, making the observer less likely to imitate the model’s behavior
Vicarious Punishment
Process where the observer sees the model rewarded, making the observer more likely to imitate the model’s behavior
Vicarious Reinforcement
problem-solving strategy characterized by a specific set of instructions
Algorithm
Aligned with academic problem solving and computations
Analytical Intelligence
Faulty heuristic in which you fixate on a single aspect of a problem to find a solution
Anchoring Bias
Concept that is defined by a very specific set of characteristics
Artificial Concept
Faulty heuristic in which you make a decision based on information readily available to you
Availability Heuristic
Thinking, including perception, learning, problem solving, judgement, and memory
Cognition
Field of psychology dedicated to studying every aspect of how people think
Cognitive Psychology
Set of behaviors that are performed the same way each time; also referred to as an event schema
Cognitive Script
Category or grouping of linguistic information, objects, ideas, or life experiences
Concept
Faulty heuristic in which you focus on information that confirms your beliefs
Confirmation Bias
Providing correct or established answers to problems
Convergent Thinking
Ability to produce new products, ideas, or inventing a new, novel solution to a problem
Creative Intelligence
Ability to generate, create, or discover, new ideas, solutions, and possibilities
Creativity
Characterized by acquired knowledge and the ability to retrieve it
Crystallized Intelligence
Ability with which people can understand and relate to those in another culture
Cultural Intelligence
Ability to think “outside the box” to arrive at novel solutions to a problem
Divergent Thinking
Learning disability that causes difficulty in learning or comprehending mathematics
Dyscalculia