Check out this presentation of how your brain in involved in your emotions!
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Read this slideshow below to learn about how our brain judges the information it collects. Picture this. It is 1961 and you are walking down the halls of a university and you are in the building where psychologist Albert Bandura is conducting an experiment. You see an adult whacking aggressively at a big doll and then you see a child doing the same exact set of actions, maybe even being more aggressive such as using a hammer. Can, you imagine the picture? This experiment is called the Bobo Doll experiment.
So what is the Bobo Doll experiment? The experiment shows the effects of observational learning learned by children coming from the adult's actions. The experiment starts with the and adults showing the child who is in the same room hitting, stabbing, and yelling at the doll name Bobo. The psychologist records in the scene such as the face of the child and their reactions to the adult. Since this is 1961, these scientists had the authority of using young children ages five through seven for experiments which unfortunately, it could cause fear of Bobo dolls now. Anyway, the child is alone and they are given a bunch of toys. Once the toys are taken, away and is left which the Bobo doll, it is seen that the child is doing the same set of action of what the adult has done to the same doll: hitting, screaming, and even slashing with an object like a hammer. As a resulting experiment, Bandura does not use the Bobo doll, but rather bring in a television and show them a clip of a child hitting the doll and a clip of fantasy fighting such as in movies. Consequently, these children are more prone to violence and to get into a fight. According to Crash Course in Psychology, this shows the effects of observational learning or mirror learning which is partnered with conditioning and association, and rewards with punishments. During this time, psychologist Albert Bandura testified this theory of how important parents are to children in their development of learning because they are the models of how children should act. In psychology terms, models are the process of observing and imitating a specific behavior. However, since we are in the age of technology, many media (like YouTube or Snapchat) and technology like what we see in the news or movies can influence our observational learning and how we behave. This episode in the show The Big Bang Theory introduces the topic of operant conditioning. Here is the link to the video: http://youtu.be/JA96Fba-WHk
Sheldon shows positive reinforcement by giving the Penny a chocolate every time she displays a good behavior. He chooses a continuous reinforcement schedule to condition Penny’s behavior. He believes by doing this, it will increase those behaviors. Giving chocolate is a perfect example of positive reinforcement, and this explained the concept in the right way. However, the concept of negative reinforcement was not displayed in the correct way. Negative reinforcement is when a behavior is strengthened by stopping, removing or avoiding a negative outcome or aversive stimulus. However, Sheldon is stating that being electrocuted is a negative reinforcement when it is actually not. Negative means removing, and giving a electric shock is actually a positive punishment and not a negative reinforcement. This episode is trying to show examples of positive and negative reinforcement. Although it gives a perfect example of positive reinforcement, it fails to represent a negative reinforcement. ![]() Watch this cool video, then read the post below! This video will change your view of chimps forever. https://youtu.be/yrPb41hzYdw An experiment similar to the one demonstrated in this video was executed by Wolfgang Khöhler, in 1925. He presented each chimp with the same problem: some food that was too high to reach. First, the chimps attempted to reach the food through trial and error, but to no avail. Then, after contemplating the problem for a while, each chimp would have a sudden flash of insight, then use a chair, a stick, or another object to obtain the food. This type of learning is called insight; it is not determined by conditioning, rather, it is a sudden understanding of a solution to the problem. Just think about it: a book that will not fit inside a box is intuitively turned on its side to fit. An paper lands out of reach under a car can be recovered by blowing in its direction so it floats out the other side. When have you solved a problem through insight? Have you seen a police dog before? Do you see most of them catching a burglar or sniffing out the culprit during a investigation? Many of these dogs are trained by police dog trainers as young as eight to ten weeks old. In order for these dogs to be successful in the police force, many of them are trained with positive reinforcement.
Positive reinforcement is "a stimulus presented after a response that increases the probability of that response happening again." This can work with humans with the example of receiving a good grade on a test or a quiz. Since most dogs are food driven, such as German Shepherds, dog trainers rewards them with a quick treat or immediate affection once a certain actions is made. Some other techniques, according to Positive Police Dogs, that trainers use verbal cues to help support a negative punishment or to stop a stimulus from happening. This verbal cue means that to the dog "what you are doing or what you are about to do isn't going to be rewarding." Dog trainers from the police force should never use violence such as hitting, slapping, or screaming because it can harm the relationship with the dog and the trainer emotionally and physically. According to Sound off Signal, the training for dogs in order to serve in the police force is a four twelve week-long program that is assigned to a specific officer. One type of training some of the dogs do is sniffing out certain smells such as drugs like heroin. Based on the training, the young German Shepherd find fours different smells: birch oil, food, a tennis ball, and the heroin. Once the dogs discovers the drug in every trial, the trainers sends a positive reinforcement through a treat for doing a good job. This can be helpful in life because during an investigation, the dog can sniff out the right smell clearly. Overall, many dogs trained for the police force use positive reinforcement. Not only these dogs are used for police dogs, but they are still a man's best friend. Can this be applied to your dog? ![]() Many people spend hours upon hours playing video games, but what causes such fervent dedication? Video games employ various means to keep their players coming back; today, we will focus on the tactic of operant conditioning. Operant conditioning is associating an effect with a certain behavior in order to encourage or discourage said behavior. Operant conditioning can shape behaviors in four ways: positive reinforcement, negative reinforcement, positive punishment and negative punishment. While reinforcement encourages one behavior, punishment discourages it. Positive means to give or apply something to encourage or discourage a certain behavior, while negative means to take something away to encourage or discourage a certain behavior. For example, positive punishment would be to inflict injuries on a gamer’s avatar if the avatar does not fight against an opponent, while negative reinforcement would be to take away a responsibility of the gamer for a period of time in congratulations for completing another task. Each of these is used in video games to encourage players to keep playing. One common example of positive reinforcement games use is rewarding gamers with coins, points or badges after a job well done. A player will be rewarded for short term goals, satisfying instant gratification, but when a player is offered a bigger or rare prize for more work, the player is encouraged to spend more time to earn it. The more effort put in, the more that is earned. Additionally, the gamer is encouraged to constantly play because of the element of unpredictability, where the game will reward you randomly. Just like a casino game, this means that a gamer must play as much as they can, because they never know when they will be rewarded and do not want to miss an opportunity to earn more. While these electronic points and medals don’t have any tangible reward, they are valued for their symbolism of mastery. How many points a player earns shows how accomplished they are at a game, how many hours of dedicated work they give to the game, making each reward more meaningful. But points can be just as easily lost as earned. Games also use negative punishment; if one does not open the game for too long, or stops playing altogether, the player begins to fall behind in the game as others move ahead. In essence, the player “loses” more opportunities to grow and earn in the world of the video game. If a player does not complete a task, they could potentially even lose what they have earned, discouraging the player from potentially failing at a later task. And how does a player not fail? That’s right; by playing more. Video games give insight to what people value, and how that knowledge can be used to train people through operant conditioning to follow certain behaviors. . .Now please excuse me, I need to get back to Temple Run. http://yukaichou.com/gamification-study/behavior-principles-and-good-game-design/ http://scienceofconsequences.blogspot.com/2013/10/video-games-schedules-of-reinforcement.html https://www.slideshare.net/mobile/mccal006/video-games-and-operant-conditioning Pictures: https://psychlopedia.wikispaces.com/operant+conditioning http://vidgenx.com/portfolio/video-gamer/ |
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