| A | B |
| Classical conditioning | type of learning in which an organism comes to associate one stimulus with another |
| extinction | presenting condition stimulus without the unconditioned stimulus |
| spontaneous recovery | reemergence of an extinguished conditioned response after a rest period |
| stimulus generalization | if stimulus is close enough to original stimulus will bring about same reaction |
| discrimination | if stimulus is too different from original stimulus they will ignore |
| Rescorla | believed there was a certain amount of learning taking place |
| system functioning | part of body that keeps you healthy |
| unconditioned response | unlearned resopnse to an unconditioned stimulus |
| unconditioned stimulus | stimulus that triggers and unconditioned response |
| conditioned stimulus | neutral stimulus that comes to evoke a classically conditioned response |
| conditioned response | learned response to a classically conditioned stimulus |
| Aperant Conditioning | process in which organism learns to engage in ways that have positive outcomes (voluntary response) |
| Thorndike's law of affect | responses followed by positive outcomes are more likely to be repeated |
| principles of reinforcements | any stimulus that increases the likelyhood of a prior response |
| positive reinforcements | positive stimulus to increase chances of happening again (money, praise) |
| negative reinforcements | anything taht strengthens a response by removing a aversive stimulus (asprin) getting rid of what you don't want |
| punishment | anything that decreases the likelyhood of a prior response (jail, grownding) no guarantee they will change |
| shaping | bringing them to display the desired outcome |
| interval | fixed andvariable---based on time, deciding at diff. times you will reinforce for that behavior |
| ratio | based on number of correct responses- don't establish a set amount of time--produces more |
| partial reinforcement | more effective- once in a while does not lose its affect |
| computer assisted | games that teach (go fish) |
| latent learning | where you learn something but don't need the info- later when you need it,, you remember it |
| hidden cost of rewards | positive and negative rewards |
| 4 steps process in modeling | copy what someone else does |
| attention | they have to be watching |
| retention | remember what you said |
| reproduction | have to be able to do it |
| motivation | have to want to do it |