Save
Upgrade to remove ads
Busy. Please wait.
Log in with Clever
or

show password
Forgot Password?

Don't have an account?  Sign up 
Sign up using Clever
or

Username is available taken
show password


Make sure to remember your password. If you forget it there is no way for StudyStack to send you a reset link. You would need to create a new account.
Your email address is only used to allow you to reset your password. See our Privacy Policy and Terms of Service.


Already a StudyStack user? Log In

Reset Password
Enter the associated with your account, and we'll email you a link to reset your password.
focusNode
Didn't know it?
click below
 
Knew it?
click below
Don't Know
Remaining cards (0)
Know
0:00
Embed Code - If you would like this activity on your web page, copy the script below and paste it into your web page.

  Normal Size     Small Size show me how

Learning

TermDefinition
Behavioral Perspective Examines how observable behaviors are learned and reinforced through interactions with the environment
Associative Learning A process of learning in which an individual forms connections between events that occur together
Habituation Non-associative learning; organisms grow accustomed to and exhibit a diminished response to a repeated or enduring stimulus (getting used to something over time)
Classical Conditioning Learning method where we associate two stimuli, enabling is to anticipate events
Unconditioned Stimulus Naturally and automatically triggers a response without learning
Conditioned Stimulus Previously neutral stimulus becomes associated with a response through learning
Unconditioned Response Automatic reaction to unconditioned stimulus
Conditioned Response Response that is learned and occurs as a result of the conditioned stimulus
Acquisition Initial learning of an association
Extinction Process by which the conditioned response weakens and eventually disappears when the conditioned stimulus is repeatedly presented without the unconditioned stimulus
Spontaneous Recovery The reappearance of a previously extinguished conditioned response after a period of rest, extinction suppresses association temporarily
Stimulus Discrimination The ability to differentiate between similar stimuli and respond differently to them
Stimulus Generalization Tendency to respond to stimuli that are similar to conditioned stimulus
Higher-Order Conditioning Process where a previously conditioned stimulus is used to create further associations with new neutral stimuli, resulting in these stimuli also eliciting a conditioned response
Counterconditioning Changing a learned response to something more preferred by pairing it with a different response
Taste Aversion Learned association between taste of a food and feeling sick, after one pairing
One-Trial Conditioning Learning that happens quickly after just one pairing of two things
Biological Preparedness Tendency of organisms to quickly learn associations between certain stimuli and responses that are relevant to their survival, such as food and danger
Operant Conditioning A type of conditioning in which behavior is strengthened or weakened by consequences, such as reinforcement or punishment
The Law of Effect Behaviors followed by favorable outcomes are more likely to be repeated, while behaviors followed by unfavorable outcomes are less likely to be repeated
Reinforcement Any consequence that increases the likelihood of a behavior occuring again in the future
Primary Reinforcers Things we naturally like, such as food and water
Secondary Reinforcers Things we learn to like because they're connected to primary reinforcers or other things we like (money, praise, medals, etc.)
Reinforcement Discrimination The ability to distinguish between stimuli and respond appropriately based on the presence or absence of reinforcement
Reinforcement Generalization The tedency to respond similarly to different stimuli that are associated with the same reinforcement
Positive Reinforcement Presenting/adding a desirable stimulus after a behavior to increase the likelihood of that behavior happening again in the future
Negative Reinforcement Removing an annoying stimulus after a behavior to increase the likelihood of that behavior happening again in the future (beeping noise when seatbelt isn't fastened)
Positive Punishment Adding an annoying stimulus after a behavior to decrease the likelihood of that behavior happening again (giving chores as a consequence)
Negative Punishment Removing a desirable stimulus after behavior to decrease the likelihood of that behavior happening again (taking away phone)
Shaping Gradually reinforcing behaviors that are closer to the desired behavior, leading to the development of a complex behavior or skill
Instinctive Drift Animals may go back to their natural instincts instead of learning new behavior
Reinforcement Schedules Patterns determining when and how often reinforcement is given for a behavior
Continuous Reinforcement Reinforcing a behavior every time it occurs (giving a treat for every trick)
Partial Reinforcement Reinforcing a behavior only some of the time it occurs, leading to slower extinction but also less consistent responding (treats are given occasionally, making behaviors more resistant to extinction)
Fixed Interval (FI) Reinforcement is delivered after a fixed amount of time has passed since the last reinforcement, leading to predictable behavior (time-based)
Variable Interval (VI) Reinforcement is delivered after varying amounts of time has passed, leading to a steady but moderate rate of responding (user receiving likes + comments when posting)
Fixed Ratio (FR) Reinforcement is delivered after a fixed # of responses, leading to a high rate of responding w/ short pauses after each reinforcement (response-based)
Variable Ratio (VR) Reinforcement is delivered after an unpredictable # of responses, leading to a high and steady rate of responding with minimal pauses (slot machines) (response-based)
Post-Reward Pause Little to no response after a reward is given
Increasing Response Rate As time for the next reward decreases, response rate increasez
Behavioral Dynamics Illustrates how anticipation of reinforcement influence response timing, with subjects optimizing their efforts based on the expected timing of rewards.
Learned Helplessness A belief that one has no control over their circumstances, learned through repeated exposure to uncontrollable events, leading to feelings of positivity and lack of effort to change the situation
Social Learning Theory Theory that emphasizes the importance of observing, imitating, and modeling behaviors, as well as the role of cognitive processes. in learning from others within social contexts
Vicarious Conditioning Learning by observing the consequences of others' actions, without directly experiencing those consequences oneself
Insight Learning Sudden understanding of a problem or situation that leads to a solution without prior trial and error, often accompanied by a feeling of "aha" or realization
Latent Learning Learning that occurs without any obvious reinforcement or motivation, but is not demonstrated until there is a reason to do so
Cognitive Maps Mental representations of spatial relationships or layouts, allowing individuals to navigate and understand their environment
Created by: o.t.2001
Popular Psychology sets

 

 



Voices

Use these flashcards to help memorize information. Look at the large card and try to recall what is on the other side. Then click the card to flip it. If you knew the answer, click the green Know box. Otherwise, click the red Don't know box.

When you've placed seven or more cards in the Don't know box, click "retry" to try those cards again.

If you've accidentally put the card in the wrong box, just click on the card to take it out of the box.

You can also use your keyboard to move the cards as follows:

If you are logged in to your account, this website will remember which cards you know and don't know so that they are in the same box the next time you log in.

When you need a break, try one of the other activities listed below the flashcards like Matching, Snowman, or Hungry Bug. Although it may feel like you're playing a game, your brain is still making more connections with the information to help you out.

To see how well you know the information, try the Quiz or Test activity.

Pass complete!
"Know" box contains:
Time elapsed:
Retries:
restart all cards