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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