Download Negative Reinforcement - Methacton School District

Survey
yes no Was this document useful for you?
   Thank you for your participation!

* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project

Document related concepts

Learning theory (education) wikipedia , lookup

Prosocial behavior wikipedia , lookup

Motivation wikipedia , lookup

Observational methods in psychology wikipedia , lookup

Bullying and emotional intelligence wikipedia , lookup

Symbolic behavior wikipedia , lookup

Behavioral modernity wikipedia , lookup

Abnormal psychology wikipedia , lookup

Social perception wikipedia , lookup

Classical conditioning wikipedia , lookup

Residential treatment center wikipedia , lookup

Transtheoretical model wikipedia , lookup

Thin-slicing wikipedia , lookup

Neuroeconomics wikipedia , lookup

Psychophysics wikipedia , lookup

Sociobiology wikipedia , lookup

Theory of planned behavior wikipedia , lookup

Attribution (psychology) wikipedia , lookup

Applied behavior analysis wikipedia , lookup

Parent management training wikipedia , lookup

Theory of reasoned action wikipedia , lookup

Verbal Behavior wikipedia , lookup

Psychological behaviorism wikipedia , lookup

Descriptive psychology wikipedia , lookup

Social cognitive theory wikipedia , lookup

Insufficient justification wikipedia , lookup

Behavior analysis of child development wikipedia , lookup

Behaviorism wikipedia , lookup

Operant conditioning wikipedia , lookup

Transcript
PSYCHOLOGY:
LEARNING
Learning can be defined as
the process leading to
relatively permanent
behavioral change or
potential behavioral change.
Classical Conditioning
Ivan Pavlov’s method of conditioning in which
associations are made between a natural stimulus
and a learned, neutral stimulus.
Stimulus generalization occurs when a response
spreads from one specific stimulus to other stimuli that
resemble the original (responding to any bell sound, no
matter what pitch)
Discrimination is the ability to respond differently to
distinct stimuli. (only responding to one type of bell)
Extinction the gradual loss of an association over time.
The conditioned response (CR) will gradually die out
Little Albert experiment conducted by John Watson
proved that conditioning of emotions to neutral
objects is possible
CLASSICAL CONDITIONING AND
ADVERTISING
Ways in which classical conditioning helps sell…
• Pairing popular music together with products in ads to
generate positive feelings
• Consistently advertising a product on an exciting game
show may result in the product itself generating excitement
• Christmas music played in a story may trigger happy
memories in a consumer’s mind persuading them to enter
the store.
Before we have heard of a product, it is Neutral. If we associate the
product (N) with pleasant images (UCS), which produce pleasant feelings
(UCR), the product (CS) will later create pleasant feelings (CR).
Let’s say you have a beverage commercial that includes barely clothed models
drinking the product. Conditioning is taking place.
Neutral: beverage product
UCS: barely clothed models
UCR: pleasant feelings
CS: the product
CR: pleasant feelings
Food and Classical Conditioning
Taste-aversion - associating a (smell, taste, sound, or
sight) with getting sick and thereafter avoiding that
particular (smell, taste, sound, or sight) in the future.
• Helps rats learn not to eat poison.
OPERANT
CONDITIONING
Learning in which a certain
action is reinforced or
punished, resulting in
behavioral change
B.F. Skinner is best known for his work with the
operant conditioning theory.
Believed that how we turn out is a direct result of
what we learn from all of the operations (operant)
that we make over the years
Skinner
Box
Negative reinforcement is when something that
is unpleasant is stopped or taken away when
something is done
Headache stops
when you take
Tylenol so you
strengthened the
behavior of taking
Tylenol
Reinforcement always strengthens a
response, rather than weakening it.
Punishment involves decreasing the frequency of
a behavior.
Punishment always weakens a response,
rather than strengthening it.
POSITIVE
(ADDED)
REINFORCEMENT
(STRENGTHENS)
PUNISHMENT
(WEAKENS)
NEGATIVE
(SUBTRACTED)
• Clean the house and earn
$5
• a coach pats you on the
back after a good play
• a paycheck for working
• $10 for getting an “A” on
your report card
• Senior privilege for
maintaining good grades
• You buy your child ice
cream so they stop nagging
• You leave early for school
to avoid traffic
• You take Tylenol to remove
back pain
• You get your mouth
washed out with soap when
you curse
• Touch and hot stove and
get burned
• Getting a ticket for
speeding
• You lose your driving
privileges for breaking
curfew
• Time out, or the loss of
freedom to combat bad
behavior
• You pay money for a
speeding ticket
Negative Reinforcement
 Cleaning the house to get rid of disgusting mess or
cleaning the house to get rid of your mother's nagging
Nagging/Mess as negative reinforcer to cleaning.
 Prisoners try to break out of jail to escape the
aversiveness of being locked up
 Taking aspirin to relieve headache
 Good example: headache as negative reinforcer to
taking medication
Positive Reinforcement
 Positive reinforcement works by presenting a
motivating/reinforcing stimulus to the person after the
desired behavior is exhibited, making the behavior
more likely to happen in the future.
 A mother gives her son praise (positive stimulus)
for doing homework (behavior).
 The little boy receives $5.00 (positive stimulus) for
every A he earns on his report card (behavior).
 A father gives his daughter candy (positive
stimulus) for cleaning up toys (behavior
Negative Reinforcement
 Negative reinforcement occurs when a certain stimulus
(usually an aversive stimulus) is removed after a
particular behavior is exhibited. The likelihood of the
particular behavior occurring again in the future is
increased because of removing/avoiding the negative
consequence.
 Bob does the dishes (behavior) in order to avoid
his mother nagging (negative stimulus).
 Natalie can get up from the dinner table (negative
stimulus) when she eats 2 bites of her broccoli
(behavior).
 With negative reinforcement, you are increasing a
behavior, whereas with punishment, you are
decreasing a behavior.
 When thinking about reinforcement, always remember
that the end result is to try to increase the behavior,
whereas punishment procedures are used to decrease
behavior
Reinforcement
 For positive reinforcement, think of it as adding
something positive in order to increase a response. For
negative reinforcement, think of it as taking something
negative away in order to increase a response.
Positive Punishment
 Positive punishment works by presenting a negative
consequence after an undesired behavior is exhibited,
making the behavior less likely to happen in the future.
The following are some examples of positive
punishment:
 A child picks his nose during class (behavior) and
the teacher reprimands him (negative stimulus) in
front of his classmates.
 A child grabs a toy from another child (behavior)
and is sent to time out (negative stimulus)
Negative Punishment
 Negative punishment happens when a certain desired stimulus is
removed after a particular undesired behavior is exhibited, resulting in
the behavior happening less often in the future. The following are
some examples of negative punishment:
 For a child that really enjoys a specific class, such as gym or
music classes at school, negative punishment can happen if
they are removed from that class (desired stimulus) and sent to
the principal’s office because they were acting out/misbehaving
(behavior).
 If a child does not follow directions or acts inappropriately
(behavior), he loses a token for good behavior (desired stimulus)
that can later be cashed in for a prize.
 Siblings get in a fight (behavior) over who gets to go first in a
game or who gets to play with a new toy, the parent takes the
game/toy away (desired stimulus
Punishment
 With punishment, always remember that the end result
is to try to decrease the undesired behavior. Positive
punishment involves adding a negative consequence
after an undesired behavior is emitted to decrease
future responses. Negative punishment includes taking
away a certain desired item after the undesired
behavior happens in order to decrease future
responses.
Reinforcement is something that follows a response
and strengthens the tendency to repeat that response
PRIMARY & SECONDARY REINFORCERS
Primary reinforcement is something that is
necessary for survival. Ex: food or water
Secondary reinforcement is a stimulus that we
have learned to value (linked to a primary reinforcer)
Schedules of Reinforcement
Reinforcement is more successful when it DOES NOT
follow every desired behavior
INTERVAL SCHEDULES deal with the amount of TIME that elapses
RATIO SCHEDULES deal with BEHAVIORS or a certain # OF CORRECT
RESPONSES
Variable ratios schedule is when an unpredictable
number of responses are required before
reinforcement can be obtained. Ex. slot machines.
Fixed ratio schedule a specific number of correct
responses is required before reinforcement can be
obtained. Ex. Buy 10 haircuts get 1 free.
Variable interval schedule is when the
reinforcement occurs after varying amounts of time.
Ex. Fishing and catching a fish after varying amounts
of time
Fixed interval schedule is when the reinforcement
is received after a fixed amount of time has passed.
Ex. You get allowance every other Friday.
Shaping is the process of gradually refining a
response by successively reinforcing closer
versions of it. (teach animals tricks)(learn a new
skill)
Social Learning
The process of altering behavior by observing and
imitating others. Includes cognitive learning &
Modeling
Cognitive Learning – involves mental process and may
involve observation and imitation
• Cognitive Map – mental picture of a place
Modeling – learning by imitating/copying
Bobo-Doll Experiment
Bandura demonstrated that
children learn aggressive
behaviors by watching an
adult’s aggressive
behaviors.
TOKEN ECONOMY
Desirable behavior is reinforced with valueless
objects, which can be accumulated and exchanged
for valued rewards