real Q1 - Intro, Nero, CC, OC Flashcards

1
Q

nativism

A

humans are shaped primarily by their inherited nature
fixed at birth

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2
Q

empiricism

A

humans are primarily shaped by their experiences - nurture

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3
Q

behaviorism

A

focus on behavior bc it’s observable, quantifiable, and objective

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4
Q

nature vs nurture

A

nature: what we’re born with
nurture: shaped by experience

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5
Q

Learning

A

the process by which changes in behavior arise as the result of experience interacting with the world

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6
Q

Memory

A

the record of our past experiences, which are acquired through learning

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7
Q

hippocampus

A

memory consolidation to LTM
learning new facts

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8
Q

amygdala

A

controls the impact of emotions on memory
- emotional memory

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9
Q

Basal ganglia

A

planning and producing skilled movements

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10
Q

MRI vs fMRI

A

MRI: detects water density
fMRI: detects blood flow activation

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11
Q

neural plasticity

A

re-wiring of the brain based on experience
the brain is always changing
- adapts to make up deficits
- make more/less transmitter
- Have more/less receptors
- Make synapses bigger/smaller
- Eliminate synapses/make new synapses

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12
Q

Neural Plasticity types (2)

A
  1. LTP – long-term potentiation
  2. LTD – long-term depression
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13
Q

Neural Plasticity and Learning

A
  • Experience provokes neural plasticity
  • This neural plasticity alters the way the brain processes information
  • On the next experience, behavior will be altered
    ex. in rats raised in enriched environments, neurons make more synaptic contacts
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14
Q

classical conditioning steps (2)

A
  1. Begins with an innate (unlearned) reflex
    - Unconditioned stimulus (US): food
    - Unconditioned response (UR): salivation
  2. A neutral stimulus (CS) is then repeatedly presented before the reflex is triggered, producing a new reflex
    - Conditioned stimulus (CS): bell
    - Conditioned response (CR): salivation
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15
Q

conditioned compensatory response

A

CR that is the opposite of the UR, helping to balance/correct for the US-UR reflex
- Inject adrenaline (US) -> heart rate increase (UR)
- Repeat procedure in same testing chamber (CS)
Eventually, CS comes to produce a decrease in heart rate (CR) that helps maintain homeostasis (balance) against expected adrenaline injection = tolerance - testing chamber evokes a CR that weakens the overall effects of the drug

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16
Q

extinction

A

Breaking the association between the CS and US can extinguish the new CS->CR reflex:
- Present the CS alone repeatedly.
- Initially, CS evokes strong CRs.
- With repetition, however, CS becomes less effective, similar to beginning of training

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17
Q

timing

A
  • Delay conditioning: best learning
  • Trace conditioning: optimal interstimulus interval (ISI) with less learning at delays too short or too long
18
Q

Operant Conditioning

A

S->R->O
context->response->outcomes
- law of effect

19
Q

Law of Effect

A
  • behaviors with positive effects are repeated
  • behaviors with negative effects are not
20
Q

O: outcomes

A

determine change in behavior

21
Q

Positive Reinforcement

A

If it leads to positive effects, do it more
ex. Study-> get a good grade
Study more

22
Q

Negative Reinforcement (escape)

A

If it ends/avoids a negative effect, do it more
- do something to end behavior
ex. Take aspirin -> Headache ends
Take aspirin for pain more often

23
Q

Positive Punishment

A

If it leads to negative effects, do it less
ex. Arrive late -> Points off
Arrive late less often

24
Q

R: response - Behavioral Unit

A

class of behaviors producing an effect
- using any mean to get to an end: goal or intention

25
Q

S: Discriminative Stimulus (Context)

A

tell us which contingencies are in effect
If S, R->O (ex. if I push a lever when light is on, I’ll get food)
If no S, R does nothing (if light is off, no food)

26
Q

punisher

A

outcome that decreases the frequency of the behavior

27
Q

Schedules of Reinforcement (4)

A
  1. fixed ratio (FR)
  2. fixed intervals (FI)
  3. variable ratio (VR)
  4. variable interval (VI)
28
Q

Variable Interval (VI)

A

After Y amount of time passes (seconds, min, hours), 1R produces 1O, but Y changes after each O
Ex. Notifications
- Behavior before interval expires has no consequence.

29
Q

Fixed Ratio (FR)

A

Every X Rs produces 1 O

30
Q

Variable Ratio (VR)

A

Every X Rs produces 1 O, but X changes with each reinforcer (gambling, sports)
- Identified by average number of Rs per O

31
Q

Fixed Interval (FI)

A

After Y amount of time passes (seconds, min, hours), 1R produces 1O
Ex. After 5 hrs of work get 1 hour break
Behavior before interval expires has no consequence

32
Q

VR vs VI

A

VR: more responses = more reinforcers (got to play to win!)
VI: more responses ≠ more reinforcers (only need to check in)

33
Q

Appetitive Conditioning

A

new reflex prepares to obtain the US

34
Q

Aversive Conditioning

A

new CS->CR reflex helps avoid noxious US
- works after 1 trial
ex get food poisoning from fish -> never eat fish again

35
Q

negative punishment (omission)

A

If it ends/avoids a positive effect, do it less
ex. miss curfew -> phone gets taken away
miss curfew less often

36
Q

OC vs CC

A

OC:
1. Animal operates on the environment
2. Stimulus evokes a response to produce an outcome (S->R->O)
3. Animal connects context, behavior, and outcome

CC
1. Environment operates on the animal
2. Stimulus evokes Response (S->R)
3. Animal learns CS predicts US

37
Q

Learning op 2

A

Experiences of interacting w the world result in behavioral changes

38
Q

punishment consequences

A
  1. cheating
  2. reinforcement along w/punishemnt
    3.
39
Q

cheating

A

discriminative stimuli for punishment can encourage cheating - certain situations can determine whether a person will get punished or not (not speeding when cops are around but speeding other times)

40
Q

reinforcement along w/ punishment

A

The effects of punishment can be counteracted if reinforcement occurs along with the punishment
ex. getting punished for talking in class but will cont to do so if get approval from classmates)

41
Q

strong punisher

A

initial intensity matters. Punishment is most effective if a strong punisher is used from the outset—from the initial exposure (expulsion won’t have the same effect if it comes after a waring and detention b/c they were milder punishments)