* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project
Download Basic Statistics for the Behavioral Sciences
Neuroeconomics wikipedia , lookup
Applied behavior analysis wikipedia , lookup
Verbal Behavior wikipedia , lookup
Learning theory (education) wikipedia , lookup
Adherence management coaching wikipedia , lookup
Insufficient justification wikipedia , lookup
Behavior analysis of child development wikipedia , lookup
Psychophysics wikipedia , lookup
Behaviorism wikipedia , lookup
Eyeblink conditioning wikipedia , lookup
Psychological behaviorism wikipedia , lookup
Chapter 6: Conditioning and Learning What is Learning? • Learning – Relatively permanent change in behavior due to experience – Excludes temporary changes – Excludes more permanent changes due to disease, injury, maturation, injury, or drugs Types of Learning • Associative Learning • Occurs when a person or animal forms a simple association between stimuli and response • Reinforcement – Any event that increases the probability that a response will recur • Response: – Any identifiable behavior – Internal: Faster heartbeat – Observable: Eating, scratching Types of Learning • Associative Learning • Antecedents – Events that precede a response • Consequences – Effects that follow a response Types of Learning • Associative Learning • Two types – Classical Conditioning – Operant Conditioning Classical Conditioning • Ivan Pavlov – Russian physiologist who initially was studying digestion – Used dogs to study salivation – Saw dogs salivate before food placed in their mouth – Saw dogs salivate when he entered room Classical Conditioning • Pavlov’s Experiment – Neutral Stimulus • Stimulus that does not evoke a response – Unconditioned Stimulus (UCS) • A stimulus innately capable of eliciting a response – Conditioned Stimulus (CS) • Stimulus that evokes a response because it has been repeatedly paired with an unconditioned stimulus Classical Conditioning • Pavlov’s Experiment (cont’d) – Reflex • Automatic, nonlearned innate response to a stimulus e.g., an eyeblink – Unconditioned Response (UCR) • An innate reflex response elicited by an unconditioned stimulus (UCS) – Conditioned Response (CR) • A learned response elicited by a conditioned stimulus Principles of Classical Conditioning • Acquisition – Training period in conditioning when a response is reinforced – Respondent reinforcement occurs when the US elicits a response, which becomes associated with the CS Principles of Classical Conditioning • Higher Order Conditioning: – A conditioned stimulus is used to reinforce further learning – A CS is used as if it were a UCS Principles of Classical Conditioning • Expectancies – Expectation about how events are interconnected – The brain learns to expect that the US will follow the CS • Brain prepared body to respond Principles of Classical Conditioning • Extinction – Weakening of a conditioned response through removal of reinforcement – May take several extinction sessions to reverse conditioning • Spontaneous Recovery – Reappearance of a learned response following apparent extinction Principles of Classical Conditioning • Stimulus Generalization: – A tendency to respond to stimuli that are similar, but not identical, to a conditioned stimulus Principles of Classical Conditioning • Stimulus Discrimination – The learned ability to respond differently to similar stimuli Classical Conditioning in Humans • Conditioned Emotional Responses – Learned Fears • Phobia – Intense, unrealistic, irrational fear of a specific situation or object • Conditioned Emotional Response – Learned emotional reaction to a previously neutral stimulus – Amygdala becomes more active; produces feelings of fear Classical Conditioning in Humans • Conditioned Emotional Responses – Desensitization • Therapy for Conditioned Emotional Responses (CERs) • Exposes phobic people gradually to feared stimuli while they stay calm and relaxed Vicarious or Secondhand Conditioning • Vicarious Classical Conditioning – Learning to respond emotionally to a stimulus by observing another’s emotional reactions – Explains how we develop attitudes to foods, politics, ethnic groups, etc. Operant Conditioning • Learning based on the consequences of responding • Law of Effect (Thorndike) – The probability of a response is altered by the effect it has • Responses that lead to desired effects are repeated • Those that lead to undesired effects are not • Operant Reinforcer – Any event that follows a response and increases its likelihood of recurring Operant Conditioning • Acquiring an operant response – Studies with animals use special apparatus – Conditioning Chamber (Skinner Box) Operant Conditioning • Response-Contingent Reinforcement: – Reinforcement given only when a particular response occurs – We learn to expect that a certain response will have a certain effect at certain times Operant Conditioning: Timing of Reinforcement • Operant reinforcement most effective when it immediately follows a correct response – Ideally, less than 50 seconds Operant Conditioning: Timing of Reinforcement • Response Chain – A linked series of actions that leads to reinforcement – Example: dog agility training • Superstitious Behavior – Behavior that is repeated because it appeared to produce reinforcement – However, behavior is unnecessary Operant Conditioning: Shaping • Shaping – Molding responses gradually to a final desired pattern – Successive Approximations • Ever-closer matches Operant Conditioning: Operant Extinction • Operant Extinction – When learned responses that are not reinforced gradually fade away • Spontaneous Recovery – Brief return of an operant response after extinction – May be adaptive Operant Conditioning • Positive Reinforcement: – When a response is followed by a reward or other positive event – Increases the likelihood a response will reoccur • Negative Reinforcement: – When a response is followed by the removal of an unpleasant event or by an end to discomfort – Increases the likelihood a response will reoccur Operant Conditioning • Punishment: – When a response is followed by an aversive stimulus – Decreases the likelihood of it recurring (e.g., a spanking) – Can also take the form of a response cost • Removal of a reinforcer or positive state of affairs • Example: Time out Types of Operant Reinforcers • Primary Reinforcer: – Nonlearned and natural – satisfies biological needs – EXAMPLE: food, water, sex – Intracranial Self-Stimulation (ICSS) • Natural primary reinforcer • involves direct electrical activation of brain’s “pleasure centers” Types of Operant Reinforcers • Secondary Reinforcer – Learned reinforcer (e.g., money, grades, approval) – Often one that gains reinforcing properties by association with a primary reinforcer Secondary Reinforcers • Token Reinforcer – Tangible secondary reinforcer (e.g., money, gold stars, poker chips) – Can be exchanged for primary reinforcers – Don’t lose reinforcing value as quickly as primary reinforcers • Token economies – Manage and alter behavior through reinforcement of selected responses Secondary Reinforcers • Social Reinforcer – Learned desires for attention and approval Types of Operant Reinforcers • Feedback and Knowledge of Results – Provide information about the effect of a response – Important for human learning – Most effective when frequent, immediate, and detailed Feedback • Programmed Instruction – Information is presented • in small amounts • gives immediate practice, • provides continuous feedback Feedback • Computer-Assisted Instruction (CAI): – Learning is aided by computer-presented information and exercises • Educational simulations allow exploration of imaginary situations Partial Reinforcement • Situation or pattern where reinforcers do not follow every response; only a portion are reinforced • Partial Reinforcement Effect – Responses acquired by partial reinforcement are very resistant to extinction • May follow a Schedule of Reinforcement – Plans for determining which responses will be reinforced Schedules of Partial Reinforcement • Fixed Ratio Schedule (FR) – A set number of correct responses must be made to obtain a reinforcer • Produce high response rates • Variable Ratio Schedule (VR) – A varied (average) number of correct responses must be made to get a reinforcer • Produce high response rates • Produces greater resistance to extinction than fixed ratio schedule Schedules of Partial Reinforcement • Fixed Interval Schedule (FI) – The first correct response made after a certain amount of time has elapsed is reinforced • Produces moderate response rates • Variable Interval Schedule (VI) – Reinforcement is given for the first correct response made after a varied (average) amount of time • Slow, steady response rates • Extremely resistant to extinction Stimulus Control • Stimuli that consistently precede a rewarded response tend to influence when and where the response will occur Stimulus Control • Operant Stimulus Generalization – Tendency to respond to stimuli similar to those that preceded operant reinforcement • Operant Stimulus Discrimination – Occurs when one learns to differentiate between the antecedent stimuli that signal either an upcoming reward or a nonreward condition Punishment • Punisher – Any consequence that reduces the frequency of a target behavior – Two types: • Onset of unpleasant event • Response cost Variables Affecting Punishment • Affected by – Timing – Consistency – Intensity Variables Affecting Punishment • Intensity – Severe Punishment • Intense punishment • Capable of suppressing a response for a long period (perhaps permanently) – Mild Punishment • Weak punishment • Usually slows responses temporarily The Downside of Punishment • It’s aversive (painful or unpleasant) • Anything associated with punishment tends to be feared, resented, or disliked • Encourages – Escape Learning – Avoidance Learning • May also increase aggression • Physically punished children are more likely to engage in aggressive, impulsive, antisocial behavior • Doesn’t teach “right” behaviors Using Punishment Wisely 1. Avoid harsh punishment 2. Use minimum punishment necessary to suppress misbehavior 3. Apply punishment during or immediately after misbehavior 4. Be consistent 5. Use counter-conditioning 6. Expect anger from punished person 7. Punish with kindness and respect Cognitive Learning • Higher-level learning involving thinking, knowing, understanding, and anticipation Cognitive Maps • Internal representation of an area, like a city or a maze; • Underlies ability to choose alternate paths to the same goal Latent Learning • Occurs without obvious reinforcement • Not demonstrated until reinforcement is provided • Related to higher abilities, such as anticipation Latent Learning • Rote Learning – Takes place mechanically, through repetition and memorization, or by learning rules • Discovery Learning – Learning based on insight and understanding – People discover facts and principles – Guided discovery • Freedom to explore with guidance Modeling • Also called observational learning (Albert Bandura) • Occurs two ways: – by watching and imitating actions of another person – by noting consequences of a person’s actions • Occurs before direct practice is allowed • Allows skipping of trial-and-error learning Modeling • Model – Someone who serves as an example in observational learning • Steps to Successful Modeling – Pay attention to model – Remember what was done – Be able to reproduce modeled behavior – If a model is successful or his/her behavior is rewarded, behavior more likely to be imitated Imitating Models • Bo-Bo Doll (inflatable clown) experiments – An adult hit the doll with a hammer, sat on it, punched it, and kick it – 3 groups • children watched adult perform behaviors • children watched a movie of an adult perform behaviors • children watched a cartoon version of an adult perform behaviors Imitating Models • Bo-Bo Doll (inflatable clown) experiments (cont’d) – Children were put into room and frustrated – Children’s behaviors toward Bo-Bo doll imitated adults’ • Message: Children will do as you do, not do as you say. Modeling and the Media • All media provides opportunities for imitation – Pro wrestling, rap music, video games • Typical TV viewers are exposed to a massive dose of media violence – Tends to promote observational learning of aggression – Links between aggressive TV and aggressive behavior Modeling and the Media • Media violence does not “cause” aggression, but makes it more likely, especially if children • • • • Believe aggression is acceptable problem-solving Believe TV violence is realistic Identify with TV characters Don’t realize that TV stories and characters are fantasies • Video games may desensitize players to violence and allow them to practice violence against other people. Psychology in Action: Behavioral Self-Management – A Rewarding Project • Self-Managed Behavioral Principles 1. 2. 3. 4. 5. 6. 7. Choose a target behavior Record a baseline Establish goals Choose reinforcers Record your progress Reward successes Adjust your plan as you learn more about your behavior Psychology in Action: Behavioral Self-Management – A Rewarding Project • Self-Managed Behavioral Principles (cont’d) – Premack Principle • Any high frequency response can be used to reinforce a low frequency response – Self-Recording • Self-management based on keeping records of response frequencies • We act differently when we know we are being observed Psychology in Action: Behavioral Self-Management – A Rewarding Project • Breaking Bad Habits – Alternate Responses • Try to get the same reinforcement with a new response. – Extinction • Try to discover what is reinforcing an unwanted response and remove, avoid, or delay the reinforcement. Psychology in Action: Behavioral Self-Management – A Rewarding Project • Breaking Bad Habits – Response Chains • Scramble the chain of events that leads to an undesired response. – Cues and Antecedents • Try to avoid, narrow down, or remove stimuli that elicit the bad habit Psychology in Action: Behavioral Self-Management – A Rewarding Project • Breaking Bad Habits – Behavioral Contracting • State a specific problem behavior you wish to control or a goal you wish to achieve • State the rewards you will get, privileges you will forfeit, or punishments you must accept • Type the contract, sign it, and get a person you trust to sign it