LEARNING

Cards (29)

  • The process of learning is the acquisition of knowledge or skills through experience, instruction, or study.
  • Learning is a relatively permanent change in behavior.
  • Behavior changes with experiences.
  • Learning is growth. Both structural and functional
  • Learning is adjustment- learners adjusts to new situation
  • Learning is purposeful- it is goal-oriented.
  • Learning is a result of experience-the synthesis of old experience with the new.
  • Learning is active- it involves the learner, learning material, and learning situation
  • Learning is intelligent-it is done properly and systematically
  • Learning is both individual and social- socialization
  • Learning is the product of environment-physical, social, emotional and intellectual
  • Learning affects the conduct of behavior- modification of behavior
  • Non-associative learning- the repeated exposure to a single stimulus
  • Habituation-a reduction in reponse after repeated exposure to a single stimulus
  • Sensitization- repeated exposexposure to a single stimulus increases the intensity of the response
  • Classial conditioning
    • Simplest of all forms of learning
    • Ivan Pavlov
    • Learning by association
    • Involves pairing a stimulus to produce a desired response
    • Unconditioned Stimulus (UCS)- naturally triggers a response
    • Unconditioned Response (UCR )- naturally occurs in response to UCS
    • Neutral Stimulus- doesn't initially trigger a reponse on its own
    • Conditioned Stimulus (CS)- a stimulus that was once neutral but now leads to a response
    • Conditioned Response (CR)- a learned response is created
  • Operant Conditioning/ Instrumental Conditioning
    • Learning through the use of rewards and punishments
    • Burrhus F. Skinner
  • Positive Reinforcement - the response is strengthened and will more likely to be repeated
    Negative Reinforcement- response if strengthened by the removal of something unpleasant
    Positive Punishment- negative consequence in order to weaken the response
    Negative Punishment- a favorable event is removed
  • Continuous reinforcement is a type of reinforcement where a reward is delivered every time a response occurs, with an extinction rate that occurs very quickly once the reward is stopped.
  • Fixed-rate schedule is a type of reinforcement where rewards are reinforced only after a specific number of responses, leading to a fairly steady rate, such as the delivery of a reward for every 5th response.
  • Fixed-interval schedule is a type of reinforcement where reinforcement occurs only after a certain interval of time has elapsed, resulting in a fairly steady rate.
  • Variable-ratio schedule is a type of reinforcement where a response is rewarded after an unpredictable number of responses, resulting in a steady high response rate and a slow extinction rate, such as in gambling and lottery games.
  • Variable-fixed schedule is a type of reinforcement where a response is rewarded after an unpredictable amount of time has elapsed, resulting in a fast response rate and a slow extinction rate, such as in the stock market.
    • Aversive Conditioning- there's a negnegative outcome, so you avoit it
    • Stimulus Generalization- the tendency for the CS to evoke similar reponse after the reponse has been conditioned
    • Stimulus Discrimination- the ability to distinguish stimulus from one another.
  • Social Learning / Observational Learning
    • Learning by imitation/observation
    • Albert Bandura
    • Stimulus and response is mediated by cognition
    • Behavior is learned through the process of observation
  • COGNITIVE
    • Attention- behavior is imitated if it grabs our interest
    • Retention- social learning is not always immediate
    INFORMATION
    • Reproduction- ability of the observe to perform the behavior done by the model
    • Motivation- you have to be motivated to imitate the behavior
  • Insightful Learning
    • Sudden understanding of the relation between a problem and a solution
    • "AHA" experience
    • Kohler Wolfgang
    • the carry over/ transfer of previously rearrangement to a new situation
  • Multiple Reponse Learning
    • Acquiring patterns/ sequences of movements or words
    • Ex. Microsoft Excel, sewing, editing