Learning Units in Psychology PDF
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This document provides an overview of different learning concepts in psychology. It covers classical and operant conditioning, memory processes, and strategies for enhancing encoding, also exploring the role of different learning processes in human behavior. The document includes definitions, examples, and key terms to help readers understand the topics.
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LEARNING UNIT 1. Learning Overview Definition: A durable change in behavior or knowledge due to experience. Types: Humans and animals learn through: ○ Conditioning: Associating events in the environment. Classical Conditioning (Pavlov) Operant...
LEARNING UNIT 1. Learning Overview Definition: A durable change in behavior or knowledge due to experience. Types: Humans and animals learn through: ○ Conditioning: Associating events in the environment. Classical Conditioning (Pavlov) Operant Conditioning (Skinner) ○ Observational Learning (Bandura) 2. Classical Conditioning (Pavlov) Definition: Learning where a stimulus acquires the ability to evoke a response originally evoked by another stimulus. Key Terms: ○ Unconditioned Stimulus (UCS): Naturally triggers a response (e.g., meat powder). ○ Unconditioned Response (UCR): Automatic response to UCS (e.g., salivation to meat powder). ○ Conditioned Stimulus (CS): Previously neutral; triggers a learned response after association (e.g., tone). ○ Conditioned Response (CR): Learned response to CS (e.g., salivation to tone). Process: UCS + CS repeatedly paired → CS alone elicits CR. 3. Operant Conditioning (Skinner) Definition: Learning where behavior is influenced by consequences. Key Figures: ○ Thorndike's Law of Effect: Responses followed by satisfying effects are more likely to recur. ○ B.F. Skinner: Focused on reinforcement to shape behavior. Key Terms: ○ Reinforcement: Increases behavior likelihood. Positive Reinforcement: Adding a pleasant stimulus (e.g., reward after a task). Negative Reinforcement: Removing an unpleasant stimulus (e.g., turning off an alarm by waking up). ○ Punishment: Decreases behavior likelihood. Positive Punishment: Adding an unpleasant stimulus (e.g., extra chores for bad behavior). Negative Punishment: Removing a pleasant stimulus (e.g., taking away video games). 4. Reinforcers Primary Reinforcers: Satisfy biological needs (e.g., food, water). Secondary Reinforcers: Gain value through association with primary reinforcers (e.g., money, praise). 5. Reinforcement Schedules Continuous Reinforcement: Reinforce every response. Intermittent Reinforcement: Reinforce only some responses. ○ Fixed-Ratio (FR): Reinforce after a set number of responses (e.g., reward after reading 10 pages). ○ Variable-Ratio (VR): Reinforce after a variable number of responses (e.g., slot machines). ○ Fixed-Interval (FI): Reinforce after a fixed time (e.g., paycheck every two weeks). ○ Variable-Interval (VI): Reinforce after varying time intervals (e.g., surprise inspections). 6. Processes in Conditioning Acquisition: Learning phase; response strengthened. Extinction: Gradual disappearance of a response when reinforcement stops. Stimulus Generalization: Response to stimuli similar to the original. Stimulus Discrimination: Differentiating between similar stimuli. 7. Avoidance vs. Escape Learning Escape Learning: Behavior stops an unpleasant stimulus (e.g., leaving a hot room). Avoidance Learning: Behavior prevents an unpleasant stimulus (e.g., staying away from hot areas). 8. Observational Learning (Bandura) Definition: Learning by observing and imitating others (models). Key Processes: 1. Attention: Observe the model’s behavior. 2. Retention: Remember what was observed. 3. Reproduction: Convert memory into action. 4. Motivation: Desire to perform the behavior. MEMORY UNIT 1. Three Key Processes in Memory Encoding: Forming a memory (e.g., learning a fact). Storage: Keeping the information in memory over time. Retrieval: Accessing stored information (e.g., recalling an answer). 2. Strategies for Enhancing Encoding 1. Elaboration: Connect new info to something you already know. ○ Example: Linking "photosynthesis" to plants producing energy. 2. Visual Imagery: Create mental pictures of what you’re learning. ○ Example: Visualizing a sun powering a plant. 3. Self-Referent Encoding: Make it personally meaningful. ○ Example: Relating the concept to your daily life. 3. Three Memory Stores (Information-Processing Theory) 1. Sensory Memory: ○ Holds sensory info for a few seconds. 2. Short-Term Memory (STM): ○ Limited capacity (~7 items) for about 20 seconds. ○ Can improve with chunking (grouping info into meaningful units). Example: Grouping a phone number into sections (123-456-7890). 3. Long-Term Memory (LTM): ○ Unlimited capacity for storing info over a long time. 4. Working Memory (STM Model by Baddeley) Proposed by Baddeley (1986) as a more detailed STM system. Four Components: 1. Phonological Loop: Repeating info to remember it (e.g., rehearsing a phone number). 2. Visuospatial Sketchpad: Holding/manipulating visual info (e.g., mentally rotating an image). 3. Executive Control System: Focuses attention and plans actions. 4. Episodic Buffer: Combines info from STM and LTM. 5. Organizing Information in Memory Clustering: Group similar items together (e.g., fruits, animals). Conceptual Hierarchies: Organize info into categories (e.g., mammals → dogs → poodles). Semantic Networks: Related concepts are connected (e.g., "butter" leads to "bread"). Schemas: Expectations based on past experiences (e.g., what you expect a classroom to look like). 6. How Retrieval Cues Help Memory Retrieval Cues: Stimuli that help recall info (e.g., a smell reminding you of home). Context Cues: Being in the same environment helps recall (e.g., returning to a childhood home). 7. Memory is Reconstructive, Not Reproductive Memories are not exact copies but reconstructions. They can be altered or distorted over time. 8. Misinformation Effect Researcher: Elizabeth Loftus. Definition: Memory of an event changes after being exposed to misleading info. ○ Example: Witness recalling a red car as blue after hearing misleading info. 9. Measuring Retention 1. Recall: Retrieve info without cues (e.g., essay question). 2. Recognition: Identify info from options (e.g., multiple-choice). 3. Relearning: Learn something faster the second time. 10. Proactive vs. Retroactive Interference Proactive: Old info blocks new info. ○ Example: Calling a new friend by an old friend’s name. Retroactive: New info blocks old info. ○ Example: Forgetting an old password after learning a new one. LANGUAGE AND THOUGHT UNIT 1. Properties of Language Symbolic: Uses symbols (e.g., words) to represent objects, actions, or ideas. Semantic: Has meaning; words and combinations make sense. Generative: Limited symbols can create infinite messages. Structured: Rules govern how words are combined (syntax). 2. Hierarchical Structure of Language Phonemes: Smallest speech units (e.g., sounds like "b" or "p"). English has about 40. Morphemes: Smallest meaning units (e.g., "un-", "break", "-able"). Syntax: Rules for forming sentences (e.g., subject + verb). Semantics: Meaning of words and sentences (dictionary definition + emotional tone). 3. Key Milestones in Language Development 0–6 Months: Crying, cooing, babbling. Babies can distinguish all phonemes. 6–12 Months: Babbling mimics environment language. Start recognizing common words. 12 Months: First words, often simple (e.g., “mama”). 18–24 Months: Rapid vocabulary growth (e.g., 50 words at 18 months). ○ Overextensions: Using a word too broadly (e.g., calling all animals “dog”). ○ Underextensions: Using a word too narrowly (e.g., calling only the family dog “dog”). 24 Months: Combining words (e.g., “want cookie”). 3 Years: Complex sentences, plurals, past tense. 4. Bilingualism Advantages: ○ Better cognitive flexibility, reasoning, attention, and social skills. ○ May delay cognitive decline with age. Disadvantages: ○ Slower language processing and verbal fluency. 5. Theories of Language Acquisition Behaviorist (Skinner): Learn through imitation and reinforcement. Nativist (Chomsky): Born with a language acquisition device (LAD) for learning language rules. Interactionist: Language develops from biology + social interactions. 6. Problem Solving and Classes of Problems Problem Solving: Efforts to achieve a goal not readily attainable. 3 Types of Problems (Greeno): 1. Inducing Structure: Finding relationships (e.g., analogies). 2. Arrangement: Rearranging parts (e.g., solving anagrams). 3. Transformation: Completing a sequence (e.g., river-crossing puzzles). 7. Barriers to Effective Problem-Solving Irrelevant Information: Focusing on unnecessary details. Functional Fixedness: Seeing objects only for their typical use. Mental Set: Sticking to past solutions even when ineffective. Unnecessary Constraints: Assuming rules that don’t exist. 8. Approaches to Problem Solving Trial-and-Error: Testing all options until one works. Heuristics: Mental shortcuts or rules of thumb. ○ Subgoals: Break the problem into smaller steps. ○ Analogies: Use solutions to similar problems. ○ Changing Representation: Rethink how the problem is presented (e.g., visually, verbally). ○ Incubation: Taking a break to find new solutions. 9. Decision-Making Heuristics Availability Heuristic: Judging likelihood by how easily examples come to mind (e.g., assuming plane crashes are common because of media coverage). Representativeness Heuristic: Judging based on similarity to a prototype (e.g., assuming someone with glasses is a librarian). Ignoring Base Rates: Overlooking actual probabilities (e.g., thinking librarians outnumber salespeople). Conjunction Fallacy: Believing combined events are more likely (e.g., assuming a dog will both dig and wander more often than just wander). Sunk Cost Fallacy: Continuing a bad choice because of past investment (e.g., staying in an unhappy relationship). 10. Dual-Process Theories of Thinking (Kahneman) System 1: Fast, automatic, effortless thinking (e.g., quick decisions). System 2: Slow, deliberate, effortful thinking (e.g., solving a math problem). Real-World Use: System 1 saves time but can lead to biases; System 2 is more accurate but slower. 11. Cultural Differences in Cognitive Styles Eastern Cultures: Holistic thinking (focus on relationships and context). Western Cultures: Analytic thinking (focus on objects and individual properties). Why: Eastern cultures value group interdependence; Western cultures value individual independence.