Operant Conditioning Psychology 1.

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Presentation transcript:

Operant Conditioning Psychology 1

Definition Learning from the consequences of one’s actions Involves reinforcement (rewards) and punishment Ideal behaviors are followed by a consequence of reinforcement, which increases the frequency of the behavior

Reinforcement Positive reinforcement- adding something pleasant to increase the frequency of a behavior Ex- After studying, you get an A on your test; so you study more often Negative reinforcement- removing something unpleasant to increase the frequency of a behavior Ex- After being pestered by your mom to take out the trash, you start taking out the trash every day

Punishment Receive and something unpleasant to decrease the frequency of a behavior Ex- After littering, you are given a hefty fine; so you stop littering Not as effective as reinforcement

Clips http://www.youtube.com/watch?v=Mt4N9GS BoMI http://www.youtube.com/watch?v=imkbuKo mPXI (stop at ~1:30)

Schedules of Reinforcement Continuous reinforcement- reinforcing a behavior every time it occurs Partial reinforcement- reinforcing a behavior intermittently Shaping- teaching complex behaviors by reinforcing small steps in the right direction at a time Latent learning- learning that remains hidden until it is needed Ex- CPR

Reinforcers Primary reinforcers- food, water, sex, shelter, warmth, etc. Deal with biological functions Secondary reinforcers- money attention, social approval, good grades Deal with some kind of value, have to be learned

B.F. Skinner Psychologist, most known for Project Pigeon and his discoveries with Operant Conditioning During WWII, Skinner proposed training pigeons to guide missiles to targets Pigeons would be given food for pecking at targets on a screen When they learned to peck at the targets, they would be placed in missiles They would peck at similar targets on a screen in the missile, guiding the flight path

B.F. Skinner Project Pigeon was ended due to bulky equipment Good example of operant conditioning The birds learned to do a behavior based on the consequences of their actions Pecking at the targets earned them food

Clips http://www.youtube.com/watch?v=I_ctJqjlrH A (skinner’s box) http://www.youtube.com/watch?v=tWtvrPTb Q_c (gaming- stop at ~3 mins)