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PSY 300 Quiz #3

Chapters 7,8 and parts of 9,10, and 11

TermDefinition
Learning Occurs when experience, including practice, causes a relatively permanent change in an individual's knowledge, behavior, or potential for behavior.
Behavioral Learning Theories Assumes that the outcome of learning is a change in behavior
Contiguity Whenever 2 or more sensations occur together often enough, they become associated
Classical Conditioning Focuses of thee learning of involuntary emotional or physiological responses
Respondent Automatic Response to Stimuli
Neutral Stimulus A stimulus that brings no reaction
Uncontrolled Stimulus No prior training or conditioning is needed to establish a connection
Unconditional Response Elicited automatically
Conditioned Stimulus Prior training is required to establish a connection
Conditioned Response No elicited automatically
Operant Conditioning We learn to behave in certain ways as we operate on the environment
Reinforcer Any consequence that strengthens the behavior that it follows
Positive Reinforcement Produces a new stimulus
Negative Reinforcement Removal of a stimulus
Adverse Stimulus Unpleasant stimulus
Punishment Decreases or suppresses behavior
Type I Punishment Presentation punishment, the addition of a stimuli
Type II Punishment Removal punishment, the removal of a stimuli
Continuous Reinforcement Schedule Individuals learn faster if they are reinforced for every correct response
Intermittent Reinforcement Schedule Students maintain skills without expecting constant reinforcement
Extinction Removal of a reinforcement all together
Stimulus Control Behavior controlled by a stimulus
Effective Instruction Delivery Instructions that are concise, clear, and specific and that communicate an expected result
Cueing The act of providing an antecedent just before a specific behavior is supposed to take place
Applied Behavior Analysis Application of behavioral learning principles to change behaviors
Differential Reinforcement Ignore a negative behavior, but praise when the behavior has changed
Premack Principle A high-frequency behavior can be an effective reinforcer of a low-frequency behavior
Shaping/Successive Approximation Reinforcing progress instead of waiting for perfection
Task Analysis Determining the goal and then describing the steps it will take to reach that goal
Positive Practice Students replace one behavior with another
Contingency Contract Teacher draws up individual contracts, describing what must be done to receive an award
Token Reinforcement System Allowing students to earn tokens for both academic work and positive classroom behaviors
Good Behavior Game The class determines the rules, are split into teams and whoever follows the rules the best, wins the game
Group Consequences Base reinforcement on the behavior of the whole class
Reprimands Soft, calm, private redirection of behaviors
Response Cost Certain infractions of the ruse cause people to lose some reinforcer
Social Isolation A punishment that is a brief isolation from other people
Functional Behavioral Assessment Using a wide range of procedures to map the ABCs of the situation, teachers try to identify the reason for the behavior
Positive Behavior Support Part of what teachers develop in an intervention package
Precorrection Identify the context for student misbehavior, clearly specifying the alternative expected behavior, modifying the situation to make the problem behavior less likely, then rehearsing the expected positive behaviors in the new context
Self-Management Goal setting and making those goals public
Self-Reinforcement Rewarding oneself for a job well done
Social Learning Theory Points out the two key distinctions between enactive and observational learning and between learning and performance
Enactive Learning Learning by doing and experiencing the consequences of your actions
Observational Learning Vicarious learning, leaning by observing others
Cognitive View Learning is active in the process of learning
Cognitive View of Learning Generally agreed upon philosophical orientation
Cognitive Science The study of thinking, language and the brain
Mirror Systems The areas of the brain that fire both during perception of and action and when performing an action
Domain Specific Knowledge Pertains to a particular task or subject
General Knowledge Applies to many different situations
Information Processing Human mind takes in information, performs operations on it to change its form and content, stores the information, retrieves it when needed and then generates a response
Sensory Memory The initial processing that transforms incoming stimuli into information that we can make sense of
Perception Process of detecting a stimulus and assigning meaning to it
Bottom-up Processing Stimulus must be analyzed into features or components and assembled into a meaningful pattern "from the bottom up"
Gestalt People's tendency to organize sensory information into patterns or relationships
Automaticity Actions become more or less automatic with practice
Working Memory The interface where new information is held temporarily and combined with knowledge from long term memory to solve problems
Short Term Memory Immediate memory for new information
Central Exectutive Controls the attention, Supervises attention, makes plans, decides what information to retrieve, allocates resources
Phonological Loop Holds sound information
Visvospacial Sketchpad Visual and Spacial information
Episodic Buffer Where everything is integrated to make representations
Cognitive Load Amount of mental resources required to perform a particular task
Intrinsic Amount required to figure out the material
Extraneas Used to deal with problems that are not related to the learning task
Germane Deep processing of relevant information
Maintenance Rehersal Repeating information in phonological loop or refreshing in visvospacial sketchpad
Elaboration Rehersal Connecting information that you are trying to remember with something that you already know
Levels of Processing Theory The length of time information is remembered is based on the extent to which it is analyzed
Interference Processing new information gets confused with old information
Long Term Memory Holds information that is well learned, such as the names of people that you know
Declarative Knowing that something is the case
Procedural Knowing how to do something
Self-Regulatory Knowing how to manage your learning
Explicit Memory Can be recalled and conscious concidered
Implicit Memory Not conscious of recalling
Semanic Memory Memory for meaning, mostly for words
Propositional Networks Links of propositions that share information
Images Representations based on the structure or appearance of information
Dual Coding Theory Information is stored in long-time memory as either visual images or verbal units
Concept Mental representation used to group similar events, ideas, objects or people into a category
Prototype The best representation of a theory
Exemplar Our actual memories of an object which we use to compare
Schemas Abstract knowledge structures that organize vast amounts of information
Story Grammar Helps students understand and remember stories
Episodic Memory About events that we have experienced
Flashbulb Memories Memories that are dramatic or emotional
Procedural Memory Skills, habits, and learning to perform tasks
Scripts Action sequences/ plans for actions that are stored in memory
Productions Specify what to do under certain conditions
Spreading Activation Information is retrieved in long term memory
Loci Method Imagining hanging memories in a familiar place in order to remember them
Serial-Position Effect Remembering the beginning and end but not the middle
Massed Practice Studying for an extending period
Automated Basic Skills Skills that are applied without conscious thoughts
Domain Specific Strategies Consciously applied skills that organize thoughts and actions to reach a goal
Social Learning Theory Enactive learning with modelling and observing others being reinforced or punished
Social Cognitive Theory Keeps emphasis on role of others as models/teachers but includes thinking, believing, expecting, anticipating, self-regulating and making comparisons and judgements
Triarchic Reciprocal Causality Dynamic interplay among personal, environmental, and behavioral influences
Vicarious Reinforcement Seeing others reinforced cause a person to increase a behavior
Self-Reinforcement Controlling your own reinforcers
Self-Efficacy Our beliefs about our personal competence or effectiveness in a given area
Human Agency The ability to make intentional choices and plans, design appropriate courses for action, motivate and regulate the plan
Mastery Experiences Our own, direct experiences
Vicarious Experiences Someone else models accomplishments
Social Persuasion Pep talk or specific performance feedback
Embodied Cognition Awareness that the way we think about and represent information reflects the fact that we need to interact with the world
Psychological Construction How individuals use information, resources, and help from others to improve mental models and problem solving
Social Construction Increasing abilities to participate with others in activities that are meaningful in the culture
First Wave Constructivism Piaget's views of individual meaning making
Radical Constructivism Individuals can never know objective reality or truth, only what they perceive and believe
Appropriating Being able to reason, act, and participate using cultural tools
Second Wave Constructivism Putting learning in social and cultural contexts
Constructionism How public knowledge is created
Situated Learning Learning in the real world is different than studying in school
Complex Learning Environments Deal with fuzzy, ill structured problems
Intersubjective Attitude Commitment to build shared meaning by finding common ground and exchanging interpretations
Spiral Curriculum Starting schooling off with a few "big ideas" about how to learn
Problem Based Learning Helping students develop knowledge that is useful and flexible, not inert
Created by: 1470577542982188
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