PSYCH 2010 Lecture Notes - Lecture 3: Hot Stove, Tuning Fork, Tipi
Chapter 6
• Behaviorism- study of observable behavior
o If you can’t see it, it isn’t scientific (you can’t measure it)
• Learning- any relatively durable change in behavior or knowledge from experience
• Conditioning- learning associations between environmental stimuli and the organisms’
responses
o Classical- reflexive response (ex: dentist drill, cavity filled)
o Operant- voluntary response (ex: you work, and you get a paycheck for it)
• Classical Conditioning- learning in which a stimulus acquires the capacity to evoke a
response that was originally evoked by another stimulus
o Stimulus → response
o Ex: Pavlov’s dog- bring dog food in a bowl and the dog would salivate
▪ Unconditioned stimulus (“unlearned”) dog didn’t learn to salivate which
caused an unconditioned response
o Ex: Bell (starts as a neutral stimulus) with the food, then when it’s brought
without the food it becomes a conditioned stimulus (learned) which evoked a
conditioned response (salivating)
o Principles of CC- (ex: Office altoid )
▪ Acquisition- initial stage of learning something
• Stimulus contiguity- stimuli occur together in space and time (bell
and food)
• BEST- condition stimulus just before (ring the bell and give the
food)
▪ Extinction- gradual weakening and disappearance of conditioned
response tendency (present conditioned stimulus alone)
• Renewal Effect- if a response is extinguished in a different
environment, it will reappear if you return the animal to the
original environment (where acquisition happened)
• Extinction does NOT equal unlearning → just suppressing it (ex:
drug alcohol abuse & rehab)
▪ Spontaneous Recovery- reappearance of the extinguished response after a
period of no exposure to the condition stimulus
▪ Stimulus Generalization- after learning a specific stimulus response, the
organism responds the same way to a new stimulus that is similar (ex:
tuning fork that sounds like bell)
▪ Stimulus Discrimination- after learning a specific stimulus response, the
organism does not respond in the same way (ex: bigger, heavier bell)
▪ Higher Order Conditioning- the conditioned stimulus functions as an
unconditioned stimulus when paired with a new conditioned stimulus (ex:
paired ball with bell, then remove bell and dog acts same way)
• Operant Conditioning- responses come to be controlled by their consequences
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o Reward- an event following a response, tendency to increase that behavior. (ex:
work and you get paid)
o Punishment- an event following a response that decreases the tendency for that
behavior (ex: docked pay for coming in late to job)
o Neutral Consequence- neither increases/decreases the likelihood of the behavior
• Positive (adding)/Negative (withdrawal, taking away) Reward/Punishment
o Positive Reward- increases behavior (probability) → candy
o Negative Reward- increases behavior (taking away something) → less chores
o Positive Punishment- decreases behavior → spanking
o Negative Punishment- decreases behavior → putting a kid in timeout
• Important Conditions
o Action that immediately follows the behavior = Reinforcer
▪ Girlfriend waits for call from BF, then she yells at him
o The sooner the consequence follows a response, the greater the effect
▪ Get candy tomorrow vs. going to Disneyland next March
o Punishment can be rewarding
▪ Because of attention you get (teepee the cabin)
o Different reward/punishment work for different people
• Logical Consequences- (ex: kid scribbles on the wall, instead of a time out you make the
kid clean the wall)
• Bribing vs. Reward- timing (bribe, someone says no, and then they offer something)
• Ignore behavior so that it will decrease (temper tantrums)
• Premack Principle- one activity can act as a reinforcer to another
o Theatre- (favorite topic)
o Math- (worst topic)- if you study this second, you’re punishing yourself
o Study the topic you hate first!
• Primary/Secondary Rewards/Punishers
o Primary rewards- satisfy biological needs (food, air, water, temperature, sex)
o Secondary rewards- learned rewards associated with the primary (money)
o Primary punisher- inherently unpleasant (hunger, pain)
o Secondary punisher- learned (speeding ticket)
o All things being equal- reward works better than punishment
• Bias→ Sports Illustrated Curse → Regression to the mean
o When a player gets featured on the cover of sports illustrated, they will either be
hurt, not play well, etc.
o If you’re at the top of the game, the only place to go is down
o Similarly, if you’re at the bottom, the only place to go is up
• Does it mean that you shouldn’t punish?
o Hot Stove Rule- punish like a hot stove would- instantly burned
▪ Immediate
▪ Consistent (every time, to every person)
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▪ Impersonal
▪ Moderate (fit the crime)
▪ RIGHT WAY
o Also…
▪ Non-physical (role model)
▪ Punish privately
▪ Explain why (too long of explanation is no longer immediate)
• Principles of Operant Conditioning-
o Acquisition- reinforcement affects behavior (give dog treat after sitting)
o Extinction- weakening and disappearance, consequence no longer follows the
behavior
▪ Quit the reward, the behavior will go down
▪ Quit the punishment, the behavior will go up
▪ Better to ignore it (let the kid have a tantrum in a restaurant, can’t want it
more than the kid)
o Stimulus Generalization- circle and oval pecking board, if they’re similar they
will try them both for the same effect
o Stimulus Discrimination- present a similar stimulus, but you never reward for it,
tell the difference
o Discriminative stimulus- cues that tell the probability of a consequence
o Shaping- reinforcement of closer and closer approximations of desired response
• Reinforcement Schedule: (2 Questions)
o Continuous- every time the designated response occurs is reinforced
▪ Faster training
o Intermittent- reinforced only some of the time (more difficult to extinguish)
▪ No longer give a dog a treat but still does it
▪ Fixed ratio- reinforcement is given after a fixed number of responses (ex:
gives treat every 3rd time)
• Human- commission, piecework (every 5 shirts you make, cars
you sell)
▪ Variable Ratio- reinforcement is given after a variable number of
responses (but the # varies) = hardest to extinguish
• Ex: gambling- never know when the slot will have you win
▪ Fixed interval (time)- reinforcement given for the first response that
occurs after a fixed time has elapsed
• Ex: paycheck
▪ Variable Interval- reinforcement is given after the first response after a
variable time has elapsed
• Ex: checking your email
• No has to mean no in parenting→ turn kid into a little gambler
• Authoritative- high warmth, high control
o Best performance
o Higher school performance, less emotional problems
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Document Summary
Immediate: consistent (every time, to every person) Tendency for extroverts it"s okay, but introverts not okay: driving with cell phones- If you"re talking on the phone and holding it- 4x more likely to die while driving. Reliability- consistency (same thing over and over) Validity- does it measure what it"s supposed to: can"t have reliability without validity. Instead, it"s a deviation score (variability from the mean: no longer a quotient standard deviation number, average score = 100, first deviation is 15 points (34% of population, approx. Different cultures have different ideas about what iq is: iq is a western phenomenon. Environment: 50/50, reaction range- genetic, environment determines where on the reaction range you fall, higher iq but not given a good environment vs. lower iq raised in an enriched environment. Flynn effect- iq is going up: 100 now, 125 in the 1930s. Anchoring and adjustment: adjust- too little, anchor- number used to adjust from.