Professional Documents
Culture Documents
Chapter 7
Chapter 7
Learning
- experience (including practice) causes a relatively permanent change in a person’s knowledge,
behavior, or potential for behavior
- brought about by experience
Punishment
- negative effects: model for aggressive responses, and encourages negative emotional reactions
- unnecessary and unethical
Classical Conditioning
- the conditioned response disappears when the conditioned stimulus appears, but the unconditioned
response does not follow
ex. sound, but no food
Operant Conditioning
- person will not persist in a certain behavior if the usual reinforcer is withheld long enough
ex. if you repeatedly text someone and never get a reply, you may give up texting
Types of Consequences
- consequences: determines to a great extent whether a person will repeat the behavior
> strengthens or weakens behavior
A. Reinforcement
- any consequence that STRENGTHENS the behavior it follows
1. Positive Reinforcement
- behavior leads to the appearance / presentation of a new stimulus
- since nagustuhan mo yung outcome, uulitin mo yung behavior
2. Negative Reinforcement
- the consequence that strengthens the behavior is the removal of a stimulus
- since ayaw mo yung magiging outcome pag di mo ginawa, gagawin mo nalang
- ex. car seatbelt buzzer— once you put on seatbelt, the irritating noise stops
B. Punishment
- WEAKENS behavior
1. Type I Punishment / Presentation Punishment
- when presenting a stimulus following the behavior has the effect of decreasing the behavior
- ex. when teacher reprimands students
2. Type II Punishment / Removal Punishment
- removing stimulus
- ex. removing privileges when a child behaves inappropriately
Reinforcement Schedules
1. Continuous
- reinforcement after every response
- learning will be faster
2. Intermittent
- reinforced every now & then instead of every time
> Interval: based on amount of time that passes between reinforcers
> Ratio: based on number of responses learners give between reinforcers
Cueing
- providing an antecedent stimulus just before a specific behavior is supposed to take place
- setting the stage for behaviors that must occur at a given time but are easily forgotten
2. Premack Principle
- a preferred activity can be an effective reinforcer for a less-preferred activity
- Grandma’s Rule: first, do what I want you to do, and then you may do what you want to do”
3. Shaping
- successive approximations: reinforcing progress instead of waiting for perfection
- task analysis: taking the final complex behavior and break it down into small, manageable steps
4. Positive Practice
- students replace one behavior with another
- appropriate for dealing with academic errors
- correct mistake as soon as possible and practice correct repsonse
- positive practice overcorrection: correct behavior is practiced until it becomes almost automatic
5. Contigency Contacts
- teacher draws up an individual contract with each student, describing exactly what the student must do
to earn a particular privilege / reward
- “negotiating process”
7. Group Consequences
- teacher bases reinforcementfor the class on the behavior of selected target students
- ex. if Evan and May stay on their mats until the end of nap time, we will all have a special class
- group behavior game: more structured— teachers and students discuss what would make the
classroom a better place > class rules are developed > class is divided into teams > each time a
student breaks a rule, the student’s team is given a mark
1. Negative Reinforcement
2. Reprimands
- soft, calm, private reprimands are more effective
3. Response Cost
- for certain infractions of the rules, people must lose some reinforcer (money, time, privileges)
- ex. first warning, second warning, suspension
4. Social Isolation
- timeout
- removing a student from the classroom for 5-10 mins, and placed in an uninteresting space alone
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Functional Behavioral Assessment (FBA)
- process of understanding the “why” of a problem behavior
- procedures that map the A-B-C’s of the situation
Positive Behavior Supports (PBS)
- actual interventions designed to replace problem behaviors with new actions that serve the same
purpose for the student
- Individuals with Disabilities Act 2004
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Self-Management
1. Goal-setting
- setting specific goals and making them public
2. Self-evaluation
- elements most handled by the students
- making a judgement about quality
3. Self-reinforcement
- rewarding yourself for a job well done
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LEARNING STRATEGIES
- can be cognitive, metacognitive, or behavioral
2. Summaries
4. Taking Notes
6. Retrieval Practice
- “testing effect” / “active retrieval”
- actively recalling key ideas from readings— testing yourself about what you read / heard in lectures
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Reading Strategies
1. READS
- for grade levels above elementary
- review, examine, ask, do (read), summarize
2. CAPS
- characters, aim, problem, solution
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Applying Learning Strategies
Procedural Deficiencies
- students learn strategies but do not apply them when they could / should
- executive control processes are underdeveloped
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A. Algorithm
- step-by-step prescription for achieving a goal
- usually domain-specific— tied to a particular subject area
B. Heuristics
- general strategy that might lead to the right answer
• Means-End Analysis: problem is divided into subgoals, then a means of solving each subgoal is
figured out
• Working-Backwards Strategy: begin at the goal and move back to the unsolved initial problem
• Analogical Thinking: limits search for solutions to situations that have something in common with the
one you currently face
1. Acquisition
- student receives instruction about strategy, and rehease the strategy, practice being aware of when
and how they are using it
2. Retention
- more practice with feedback helps student hone their strategy use
3. Transfer
- student is given new problems that they can solve with the same strategy