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Transcript
LEARNING
CLASSICAL CONDITIONING
OPERANT CONDITIONING
COGNITIVE LEARNING
A (NOTES ARE AVAILABLE TO PRINT OUT)
07_
CLASSICAL CONDITIONING02
PHASE I: Before conditioning has occurred
Fig6_3
UCS
(meat powder)
Neutral stimulus
(tone)
UCR
(salivation)
Orienting
response
PHASE II: The process of conditioning
Neutral stimulus
(tone)
followed
by
UCS
(meat powder)
UCR
(salivation)
PHASE III: After conditioning has occurred
CS
(tone)
CR
(salivation)
DELAYED CONDITIONING .5 SECONDS
07_03
SALIENCY OF REINFORCERS
Fig6_4
Extinction
Spontaneous
recovery
Strength of CR
Acquisition
Extinction if
UCS again
withheld
Trials
Time delay
Trials
InRev2a
InRev4b
InRev5a
InRev5b
BASIC PROCESSES OF CLASSICAL CONDITIONING
Process
Description
Acquisition
A neutral stimulus and an
unconditioned stimulus (UCS) are
paired. The neutral stimulus becomes
a conditioned stimulus (CS), eliciting
a conditioned response (CR).
A child learns to fear
(conditioned response) the
doctor’s office (conditioned
stimulus) by associating it with
the reflexive emotional reaction
(unconditioned response), to a
painful injection (unconditioned
stimulus).
Stimulus
generalization
A conditioned response is elicited not
only by the conditioned stimulus but
also by stimuli similar to the
conditioned stimulus.
A child fears most doctors’
offices and places that smell like
them.
Stimulus
discrimination
Generalization is limited so that some A child learns that his mother’s
stimuli similar to the conditioned
doctor’s office is not associated
stimulus do not elicit the conditioned
with the unconditioned stimulus.
response.
Extinction
The conditioned stimulus is presented
alone, without the unconditioned
stimulus. Eventually the conditioned
stimulus no longer elicits the
conditioned response.
InRev6a
Example
A child visits the doctor’s office
several times for a checkup, but
does not receive a shot. Fear
may eventually cease.
07_08
POSITIVE REINFORCEMENT
Behavior
You put coins into
a vending machine.
Fig6_8
Presentation of a
pleasant or positive
stimulus
You receive a cold
can of soda.
Frequency of
behavior increases
You put coins in
vending machines
in the future.
NEGATIVE REINFORCEMENT
Behavior
In the middle of a
boring date, you say
you have a headache.
Removal of an
unpleasant stimulus
The date ends early.
Frequency of
behavior increases
You use the same
tactic on future boring
dates.
07_12
PUNISHMENT
Behavior
You touch a hot iron.
Fig6_10
Presentation of an
unpleasant stimulus
Your hand is burned.
Frequency of
behavior decreases
You no longer touch
hot irons.
Removal of a
pleasant stimulus
The ice cream falls on
the ground.
Frequency of
behavior decreases
You're not as careless
with the next cone.
OMISSION
Behavior
You're careless with
your ice cream cone.
InRev2a
InRev4b
InRev5a
InRev5b
InRev6a
REINFORCEMENT AND PUNISHMENT
Concept
Description
Example or Comment
Positive
reinforcement
Increasing the frequency of behavior Saying “Good job” after
by following it with the presentation of someone works hard to perform
a positive reinforcer—a pleasant,
a task.
positive stimulus or experience.
Negative
reinforcement
Increasing the frequency of behavior
by following it with the removal of a
negative reinforcer—an unpleasant
stimulus or experience.
Pressing the “mute” button on a
TV remote control removes the
sound of an obnoxious
commercial.
Escape conditioning
Learning to make a response that
ends a negative reinforcer.
A little boy learns that crying will
cut short the time that he must
stay in his room.
Avoidance
conditioning
Learning to make a response that
avoids a negative reinforcer.
You slow your car to the speed
limit when you spot a police car,
thus avoiding arrest and
reducing the fear of arrest. Very
resistant to extinction.
Punishment
Decreasing the frequency of behavior Swatting the dog after she steals
by either presenting an unpleasant
food from the table, or taking a
stimulus or removing a pleasant one. favorite toy away from a child
who misbehaves. A number of
cautions should be kept in mind
before using punishment.
InRev6b
SCHEDULES OF REINFORCEMENT
1000
Fig6_13
Number of responses
Fixed
ratio
Variable
ratio
750
Fixed
interval
500
Variable
interval
250
10
20
30
40
50
Time in minutes
60
70
80
LATENT LEARNING
10
Fig73
8
Average
errors in
the maze
6
4
2
1
3
5
7
9
Days
No reward
Regularly rewarded
No reward until day 11
11
13
15
17