Use LEFT and RIGHT arrow keys to navigate between flashcards;
Use UP and DOWN arrow keys to flip the card;
H to show hint;
A reads text to speech;
50 Cards in this Set
- Front
- Back
Extinction |
Fading away response. (Put money in, nothing happens, then dont do it again) |
|
Generalization |
Conditioned response similar to original. (Whistle similar to bell) |
|
Discrimination |
Respond only to the conditioned stimuli. |
|
Spontaneous Recovery |
Reappearance of a learned response after extinction. |
|
Taste Aversion |
Averting taste from food after poison. |
|
Law of Effect |
Behaviors that are rewarded are likely to be repeated. |
|
Observational Learning |
Learning by observing models |
|
Disinhibition |
Reengaging in behavior because a model is unpunished for the same behavior |
|
Levels of Processing |
Shallow - encoding by sound Deep - adding meaning |
|
Episodic Memory |
Personal Life experiences |
|
Semantic Memory |
Factual or general knowledge |
|
Nondeclarative Memory |
Stores stuff that is easier to demonstrate |
|
Recall |
Used to extract information by searching through memory |
|
Positive Reinforcement |
Increase in frequency as a result of adding a consequence |
|
Negative Reinforcement |
Increase in frequency due to avoiding a consequence |
|
Continuous Reinforcement |
Reinforcing every correct response |
|
Partial Reinforcement |
Not every correct response is reinforced |
|
Ratio Schedules |
Fixed Ratio (Paid for every fruit) Variable Ratio (Slot Machine) |
|
Interval Schedules |
Fixed Interval - 10 minutes and then rewarded Variable Interval - Pop Quiz |
|
Positive punishment |
Decrease in frequency due to added consequence |
|
Negative punishment |
Decrease in frequency due to privilege taken away |
|
Token Economy |
Rewarding good or socially desirable behaviors with tokens |
|
Recognition |
Recognizing something matching |
|
Prospective forgetting |
Forget because it's not important or busy |
|
Infantile Amnesia |
Inability to remember before 3 years old |
|
Formal Concepts |
Based on clearly defined set of rules or features |
|
Natural Concepts |
Based on everyday perceptions and experiences |
|
Elimination by aspect |
Most to least important |
|
Availability Heuristic |
Base decision on information we can easily remember |
|
Representativeness Heuristic |
How closely an object or situation matches another one |
|
Additive Strategy |
Rating options and then choose option with highest rating |
|
Framing |
Potential gain or loss |
|
Algorithm |
Step by step procedure that guarantees a solution |
|
Serial Position Effect |
Recalling information whether first few or last few |
|
Means end analysis |
Comparing current with goal |
|
Analogy Heuristic |
Applying solution to past problem to current problem |
|
Mental Set |
Using same method when there are others |
|
Validity |
Intended to measure |
|
Reliability |
Yield consistent score |
|
Pragmatics |
Social meaning of language |
|
Divergent thinking |
Generating multiple ideas or solutions to a problem |
|
Creative Problem solving process |
Preparation Incubation Illumination Translation |
|
Context Dependent Memory |
Learn while in certain environment |
|
State dependent memory effect |
Recalling information when in same emotional state |
|
Encoding Failure |
Not paying attention |
|
Consolidation Failure |
Not being able to rehearse and store information |
|
Proactive Interference |
Old information interferes with new |
|
Retroactive interference |
New information interferes with old |
|
Anterograde Amnesia |
After injury |
|
Retrograde Amnesia |
Before injury |