PSYCH 2010 Lecture Notes - Lecture 3: Hot Stove, Tuning Fork, Tipi

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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.

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