Psychology - Psychology Learning

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Study GuidePsychology – Psychology: Learning1.Classical Conditioning1.1What Is Classical Conditioning?Classical conditioning(also calledPavlovian conditioning) is a basic form of learning that happensthroughreflexes. It was first studied byIvan Pavlov.Pavlov noticed something interesting while working with dogs. His dogs begansalivating beforefood was actually placed in their mouths. They reacted simply to signals that usually came beforefood, such as footsteps or sounds.This observation led Pavlov to discover thata neutral stimulus, like a buzzer or a light, could belinked to anatural reflexif the correct sequence of events was used.1.2Key Elements of Classical ConditioningClassical conditioning depends onfour main components.Unconditioned Stimulus (UCS)A stimulus thatnaturally and automaticallycauses a responseNo learning is requiredExamples:FoodA puff of air blown into the eyeUnconditioned Response (UCR)Anatural, unlearned reactionto the UCSAlso called areflex

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Study GuideExamples:Salivation in response to foodEye blink in response to a puff of airConditioned Stimulus (CS)A stimulus that isinitially neutralDoesnotcause the reflex at firstBecomes meaningful through learningExample:The sound of a buzzerConditioned Response (CR)Alearned responseThe same reaction as the UCRNow occurs in response to the CS aloneExample:Eye blink caused by the buzzerThe Four-Step Process of Classical ConditioningThe process using theeye-blink example.Step 1: Present the CSThebuzzer (CS)is presented several times.At first, it doesnotcause an eye blink.CS (buzzer) → UCS (air puff) → UCR (eye blink) → CR (eye blink)(CS → UCS → UCR → CR sequence showing buzzer followed by air puff)

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Study GuideStep 2: Pair CS with UCSEach time the buzzer sounds, it is followedvery closelyby apuff of air (UCS).Step 3: UCS Produces the UCRThe puff of air naturally causes aneye blink (UCR).Step 4: CS Produces the CRAfter many pairings:Thebuzzer is presented aloneIf the subject blinks, the blink is now aconditioned response (CR)CS (buzzer) → CR (eye blink)(CS → CR sequence showing buzzer alone causing eye blink)At this point,learning (conditioning) has occurred.Higher-Order ConditioningClassical conditioning can go one step further. This is calledhigher-order conditioning, wherenewlearning builds on previous learning.How It WorksAnew stimulusis paired with an already learned CSThe new stimulus eventually produces the response on its ownExample:Alightis always turned on before thebuzzerThe buzzer already causes an eye blinkEventually, thelight alonecauses the blinkHere:The buzzer now acts like aUCSThe light becomes anew CS

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Study GuideCS (light) → UCS (buzzer) → UCR (eye blink) → CR (eye blink)(Higher-order sequence: light → buzzer → air puff → blink)Result of Higher-Order ConditioningAfter learning is complete:Thelight aloneproduces an eye blinkCS (light) → CR (eye blink)Important Terms in Classical ConditioningAcquisitionThelearning phaseOccurs when the CS and UCS are pairedLearning happens faster when the time gap between CS and UCS is shortExtinctionThe process ofunlearningHappens when the CS is presented repeatedlywithout the UCSThe conditioned response gradually disappearsSpontaneous RecoveryAfter extinction, the CR mayreappear brieflyThis return is temporaryThe response will fade again unless the UCS is reintroduced

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Study GuideKey Points to RememberClassical conditioning is learning byassociationUCS → UCR is natural and unlearnedCS → CR is learnedLearning can extend through higher-order conditioningAcquisition, extinction, and spontaneous recovery describe different stages of conditioning2.Operant Conditioning2.1What Is Operant Conditioning?Operant conditioningis a type of learning in which behavior is shaped by itsconsequences.It is calledoperantconditioning because the learneroperates on the environmentthat is, thelearner does something and experiences the result.An early explanation of this kind of learning was given byEdward Thorndike, who called itinstrumental learning. He used this term because the behavior isinstrumentalin getting a reward.Bothoperant conditioningandclassical conditioningare sometimes calledSR learning,because astimulus (S)becomes linked to aresponse (R).2.2The Law of EffectThorndike proposed thelaw of effect, which explains how operant conditioning works.According to this law:Behaviors followed by asatisfying outcomeare more likely to be repeatedBehaviors followed by anunpleasant outcomeare less likely to occur againThis idea became the foundation of operant conditioning.

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Study Guide2.3The Operant BoxA special device called anoperant box(orSkinner box) was developed byB. F. Skinnerto studyoperant conditioning.In this box:An animal (often a rat or pigeon) can perform a behavior, such as pressing a barThe behavior leads to a consequence, such as receiving foodOperant conditioning doesnot requirean unconditioned stimulus (UCS) or conditioned stimulus(CS), although signals can be used along with reinforcement and shaping.2.4ShapingIn operant conditioning, the learner mustfirst perform a behaviorbefore it can be rewarded.Shapingis the process ofrewarding small stepsthat gradually lead to the desired behavior.Example: Teaching a Rat to Press a BarThe rat is rewarded step by step:1.Going near the bar2.Touching the bar3.Pressing the barAt first, each step is rewarded. Eventually,only the final behavior(pressing the bar) is rewarded.With humans, shaping can sometimes be done usingverbal instructions.2.5ReinforcementReinforcementis anything thatincreases the likelihoodthat a behavior will occur again.The event that follows the behavior is called areinforcer.There aretwo main types of reinforcement.

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Study Guide2.6Positive ReinforcementPositive reinforcementoccurs when apleasant or desirable stimulusis added after a behavior,making that behavior more likely.Examples:A student gets a better grade after rewriting a paperA rat presses a bar and receives foodPraise, money, food, or privileges can all be positive reinforcersAnimals are often slightly deprived of food or water so that these rewards are more effective.2.7Negative ReinforcementNegative reinforcementincreases behavior byremoving or avoiding something unpleasant.The goal is not punishment, butescape or avoidance.Examples:A rat learns to move to the right in a maze to avoid an electric shockA child cleans up toys to avoid being punishedA loud noise stops when a button is pressedNegative reinforcement increases behavior, even though something unpleasant is involved.2.8PunishmentPunishmentis different from negative reinforcement.Punishment decreasesthe likelihood of a behaviorThe unpleasant stimulus isexperienced, not avoidedExample:A student receives an F for not studyingInterestingly, punishment can later act as anegative reinforcer.The student may study more in the future toavoid receiving another F.

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Study Guide2.9Schedules of ReinforcementReinforcement does not always happen after every response.Continuous ReinforcementEvery correct response is reinforcedLeads to fast learningBut behavior is easily extinguished2.10Intermittent ReinforcementOnly some responses are reinforcedLearning is slowerBehavior ismore resistant to extinctionThis resistance is called thepartial reinforcement effect.2.11Types of Reinforcement SchedulesFixed-Ratio ScheduleReinforcement after aset number of responsesLeads to fast learning and steady respondingVariable-Ratio ScheduleReinforcement after achanging number of responsesProduces thehighest rate of respondingVery resistant to extinctionExample: gambling or slot machines

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Study GuideFixed-Interval ScheduleReinforcement after afixed amount of timeResponses increase as the reward time approachesFew responses right after reinforcementVariable-Interval ScheduleReinforcement aftervarying time intervalsProduces steady but slower respondingInteresting note:Most jobs pay on afixed-interval schedule. Productivity might increase if rewards were given morefrequently, such as bonuses (fixed-ratio).2.12Primary and Secondary ReinforcersPrimary ReinforcersNaturally rewarding or punishingDo not require learningExamples:FoodWaterPainful electric shockSecondary ReinforcersOriginally neutralGain value through learningExamples:Grades (A or F)MoneyPraise or symbols of success
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