SAC 2 Flashcards

(43 cards)

1
Q

Positive Reinforcement

GOOD - Confidence

A

Positive reinforcement is giving a reward after a behaviour to increase the chance it happens again.

A student answers a question correctly in class and gets praise. They feel good and are more likely to participate again.

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2
Q

Negative Reinforcement

An idea that proves well

A

Negative reinforcement is removing something unpleasant after a behaviour to increase the chance it happens again.

A student wears headphones to block loud noise while studying. The noise stops, so they’re more likely to wear headphones again.

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3
Q

Positive Punishment

BAD - Extra chores

A

Positive punishment is adding something unpleasant after a behaviour to reduce the chance it happens again.

A student talks in class and gets extra homework. They’re less likely to talk next time.

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4
Q

Negative Punishment

BAD - Punishment

A

Negative punishment is taking away something pleasant after a behaviour to reduce the chance it happens again.

A teen misses curfew, so their parents take away their phone. They’re less likely to be late again.

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5
Q

Is negative punishment good?

A

no

taking someones phone after a bad action

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6
Q

Is negative reinforcement good

A

yes

taking away an unpleasant stimulus

music to block out others

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7
Q

Is positive reinforcement good?

A

yes

given a reward after getting an asnwer correct

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8
Q

is positive punishment good?

A

no

adding more chores fter doing something bad

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9
Q

Classical conditioning

A

Learning by association – when a neutral stimulus becomes linked to a response

NS (Neutral Stimulus): No response at first

UCS (Unconditioned Stimulus): Naturally causes response

UCR (Unconditioned Response): Natural reaction

CS (Conditioned Stimulus): Was neutral, now causes response

CR (Conditioned Response): Learned response

Bell (NS) + Food (UCS) → Saliva (UCR)
Bell (CS) → Saliva (CR)

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10
Q

Operant conditioning

ABC

A

Antecedent
Behaviour
Consequence

Learning through consequences (reinforcements and punishments) that affect future behaviour.

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11
Q

Aboriginal and Torres Straight Islanders Approaches to learning

8

A

Story Sharing

Learning maps

Non-verbal

Symbols and imagery

Land Links

Deconstruct and Reconstruct

Community Links

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12
Q

Atkinson and Shiffrin Process

ARRMR

All Records Race Equally Real

A

Attention
Retention
Reproduction
Motivation
Reinforcement

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13
Q

Attention #1

Atkinson

A

The learner actively has to focus on the steps of the given activity

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14
Q

Retention #2

Atkinson

A

The learner stores a mental representationof the learnt behaviour in their memory

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15
Q

Reproduction #3

Atkinson

A

The learner has the mental and physical capabilityto perform the behaviour

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16
Q

Motivation #4

Atkinson

A

The learner wanting to actually finish the origami and being well motivated

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17
Q

Reinforcement #5

Atkinson

A

The learner will be more likely to repeat the behaviour again when motivated to do so, if followed by a pleasant consequence

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18
Q

Multimodal learning

A

using a vartiety of methods, abroiginal and TSI approaches to learnings are multimodal by nature, mean they use a variety of methods, relying on observation, experience and connection to the land

19
Q

Evaluate external validity

A

Positives and negatives

How well you can generalise the results to the outside world

20
Q

Amygdala

A

Plays a vital role in the encoding of the emotional component of memories

21
Q

Hippocampus

A

The hippocampus forms new long-term memories, especially facts and experiences, and helps with navigation and spatial memory like remembering places.

22
Q

Neocortex

A

The neocortex processes thinking and senses, and stores long-term memories like facts, language, and conscious experiences for later use.

23
Q

Basal Ganglia

A

The basal ganglia control movement and help form procedural memories, like riding a bike or typing, through repetition and practice.

24
Q

Cerbellum

A

The cerebellum controls balance and coordination, and helps store procedural memories by improving skills through repeated movement and muscle memory.

25
Long term memory
Explicit & Implicit Semantic - Epiisodic & Procedural - Classically Conditioned
26
Semantic Memory
Facts and general knowledge | Explicit
27
Episodic Memory
Personal experiences | Explicit
28
Procedural Memory
Motor Responses | IMplicit
29
Classically COnditioned
Fear and Anxiety | implicit
30
Dependent Variable
What you measure | Changes
31
Independent Variable
Controlled by the experimenter and causes a change
32
Controlled Variable
Anything else that might affect the DV, the experimenter may control to eliminate the effect
33
Alzheimers
Alzheimer’s is a neurodegenerative diseasethat is characterised by the progressive loss of neuronsin the brain resulting in memory decline
34
Aphantasia
Aphantasia is a phenomenon in which individuals lack the capacity to generate mental imagery.
35
Mnemonics
Techniques used to assist the encoding, storage and retrieval of explicit long-term memories
36
Acronym
A mnemonic device in which the first letters of items form a pronounceable word to aid memory BODMAS
37
Acrostics
An acrostic is when the first letter of items creates a phrase, rhyme or poem to aid memory. Every Ten Nights In Sri Lanka Water Boils Over Lakes
38
Method of Loci
The method of loci involves the items to be remembered being converted into mental images and associated with specific positions or locations Remembering the names of things through places
39
Songlines
a sequence of short sung narratives associated with specific locations that are linked by a physically walked, or imagined path through Country
40
Between-Subjects Designs
Between: Each participant is randomly allocated to one of two (or more) entirely separate (independent) conditions (groups).
41
Mixed Design
A mixed design combines between-subjects (different groups) and within-subjects (same group over time) to examine both group differences and individual changes.
42
With-in
Each participant is in both the experimental and the control conditions (repeating the task)
43