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Chapter 7
Conditioning and Learning
Learning: Relatively permanent change in behavior due to experience
Does NOT include temporary changes due to disease, fatigue, injury, maturation, or drugs,
since these do NOT qualify as learning, even though they can alter behavior
Motivation
Reinforcement: Any event that increases the probability that a response will recur
Response: Any identifiable behavior
Internal: Faster heartbeat
Observable: Eating, scratching
Learning: More Key Terms
Antecedents: Events that precede a response
Consequences: Effects that follow a response
Classical Conditioning and Ivan Pavlov
Russian physiologist who studied digestion
Used dogs to study salivation when dogs were presented with meat powder
Also known as Pavlovian or respondent conditioning
Reflex: Automatic, non-learned response
Pavlovian Terms
Neutral stimulus: Stimulus that does not evoke a response
Conditioned stimulus (CS): Stimulus that evokes a response because it has been repeatedly
paired with an unconditioned stimulus
Unconditioned stimulus (UCS): A stimulus innately capable of eliciting a response
Pavlovian Terms:
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 strengthened
Higher-order conditioning: A conditioned stimulus (CS) is used to reinforce further learning;
the CS is used as though it were a UCS
Expectancy: Expectation about how events are interconnected
Extinction: Weakening of a conditioned response through removal of reinforcement
Spontaneous Recovery: Reappearance of a learned response following apparent extinction
Stimulus generalization: A tendency to respond to stimuli that are similar, but not identical,
to a conditioned stimulus
Stimulus discrimination: The learned ability to respond differently to similar stimuli
Classical Conditioning in Humans
Phobia: Fear that persists even when no realistic danger exists (e.g., arachnophobia; fear
of spiders)
Conditioned emotional response (CER): Learned emotional reaction to a previously neutral
stimulus
Fixing Phobias
Desensitization: Decreasing fear or anxiety by exposing phobic people gradually to feared
stimuli while they stay calm and relaxed
Vicarious classical conditioning: Learning to respond emotionally to a stimulus by observing
another’s emotional reactions
Operant Conditioning
Learning is based on the consequences of responding; we associate responses with their
consequences
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
Skinner box: Apparatus designed to study operant conditioning in animals
Response-contingent reinforcement: Reinforcement given after a desired response occurs
Timing of Reinforcement
Operant reinforcement most effective when given immediately after a correct response
Response chain: A linked series of actions that leads to reinforcement
Superstitious behaviors: Behaviors that are repeated because they appear to produce reinforcement,
even though they are not necessary
Shaping: Molding responses gradually in a step-by-step fashion to a desired pattern
Successive approximations: Ever-closer matches to the desired behavior
Operant Extinction: Learned responses that are NOT reinforced gradually fade away
Negative attention seeking: Using misbehavior to gain attention
Reinforcement:
Positive reinforcement: When a response is followed by a reward or other positive event
Negative reinforcement: When a response is followed by the removal of an unpleasant event
(Sound of the seatbelt buzzer ends when you put on the belt in the car) This ends (takes away) discomfort
Punishment
Any event that follows a response and decreases the likelihood of it recurring (e.g., a
spanking)
Response cost: Removal of a positive reinforcer after a response is made (e.g., Bob losing
Xbox360 privileges)
Operant Reinforcers
Primary reinforcer: Non-learned and natural; satisfies physiological needs (e.g., food,
water, sex)
Intracranial stimulation (ICS): Natural primary reinforcer; involves direct activation
of brain’s “pleasure centers”
Secondary reinforcer: Learned reinforcer (e.g., money, grades, approval, praise); gains
reinforcing properties by associating with a primary reinforcer
Token reinforcer: Tangible secondary reinforcer (e.g., money, gold stars, poker chips)
Social reinforcer: attention and approval (reinforcers) provided by other people
Feedback:Information about the effect of a response
Knowledge of results (KR): Informational feedback; almost always improves learning and
performance
Programmed Instruction
Any learning format where information is presented in small amounts, gives immediate practice,
and provides continuous feedback
Computer-assisted instruction (CAI): Learning is aided by computer-presented information
and exercises
Educational simulations: Explore imaginary situations or “microworld” that
simulates real-world problems (e.g., The Sims)
Reinforcement Concepts
Schedules of reinforcement: Plans for determining which responses will be reinforced
Continuous reinforcement: A reinforcer follows every correct response
Partial reinforcement: Reinforcers do NOT follow every response
Partial reinforcement effect: Responses acquired with partial reinforcement are more resistant
to extinction
Partial Reinforcement Schedules
Fixed Ratio Schedule (FR)
A set number of correct responses must be made to obtain a reinforcer
Variable Ratio Schedule (VR)
Varied number of correct responses must be made to get a reinforcer
Fixed Interval Schedule (FI)
A reinforcer is given only when a correct response is made after a set amount of time has
passed since the last reinforced response
Variable Interval Schedule (VI)
Reinforcement is given for the first correct response made after a varied amount of time
has passed since the last reinforced response
Stimulus Control
Stimuli that consistently precede a rewarded response tend to influence when and where
the response will occur
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 antecedent
stimuli that signal either an upcoming reward or a nonreward condition
Punishment
Punisher: Any consequence that reduces the frequency of a target behavior
Keys: Timing, consistency, and intensity
Severe punishment: Intense punishment, capable of suppressing a response for a long period
Mild punishment: Weak punishment; usually slows responses temporarily
Punishment Concepts
Aversive stimulus: Stimulus that is painful or uncomfortable (e.g., a shock)
Escape learning: Learning to make a response to end an aversive stimulus
Avoidance learning: Learning to make a response to avoid, postpone, or prevent discomfort
(e.g., not going to a doctor or dentist)
Punishment may also increase aggression
Cognitive Learning
Cognitive learning: Higher-level learning involving thinking, knowing, understanding, and
anticipating
Cognitive map: Internal images or other mental representations of an area (maze, city,
etc.) that underlie an ability to choose alternate paths to the same goal
Latent learning: Occurs without obvious reinforcement and is not demonstrated (or is hidden)
until reinforcement is provided
Rote learning: Takes place mechanically, through repetition and memorization, or by learning
a set of rules
Discovery learning: Based on insight and understanding
Modeling or Observational Learning - BoBo Doll Study (Albert Bandura)
Model: Someone who serves as an example in observational learning
Occurs by watching and imitating actions of another person or by noting consequences of
a person’s actions
Occurs before direct practice is allowed
Steps to Successful Modeling
Pay attention to model
Remember what was done
Observer must be able to reproduce modeled behavior
If a model is successful or his/her behavior is rewarded, behavior more likely to recur
Bandura created modeling theory with classic Bo-Bo doll (inflatable clown) experiments
Self-Managed Behavioral Principles
Choose a target behavior
Record a baseline
Establish goals
Choose reinforcers
Self-Managed Behavioral Principles
Record your progress
Reward successes
Adjust your plan as you learn more about your behavior
Premack Principle
Any high-frequency response can be used to reinforce a low-frequency response (e.g., no
Nintendo DS until you finish your homework)
Self-recording: Self-management based on keeping records of response frequencies
How to Break 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
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
Behavioral Contracting
Behavioral contract: Formal agreement stating behaviors to be changed and consequences
that apply; written contract
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
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