GoConqr has a new look! Let us know what you think.

Quiz

PSYCHOLOGY Operant Conditioning Slideshow

Michael Wickham 15 questions

Take the quiz

This quiz has question types that open in the usual player.

Questions in this quiz (15)

  1. 1[blank_start]Operant Conditioning[blank_end] is different from classical conditioning because the actual behaviour creates a consequence. For example pulling a fire alarm with no fire would lead to their being punishment, but [blank_start]Classical Conditioning[blank_end] would know the alarm would sound before the fire alarm is pulled and avoid pulling it from learning before.
    1. AOperant Conditioning
    2. BClassical Conditioning
    3. CClassical Conditioning
    4. DOperant Conditioning
  2. 2[blank_start]Thorndike[blank_end] was a psychologist who create a law, it stated that the type of consequences that follow a behaviour will effect whether or not the actual behaviour continues.
    1. AThorndike
    2. BWatson
    3. CLoftus
    4. DFreud
  3. 3[blank_start]B F Skinner[blank_end] looked at Thorndike's Law and decided to make a physical experiment and create boxes to test out the theory. They were used to measure the response rate through [blank_start]reinforcers[blank_end].
    1. AB F Skinner
    2. BSigmund Freud
    3. CLoftus
    4. DThorndike
    5. Ereinforcers
    6. Fpunishers
    7. Gretrieval measures
  4. 4[blank_start]Reinforcement[blank_end] is the main effect on these behaviours, and if [blank_start]reinforcement[blank_end] is used then the behaviour Increases. There is both [blank_start]positive reinforcement[blank_end], which is the addition of a positive consequence (getting money for good grades) and there is [blank_start]negative reinforcement[blank_end], which is the subtraction of a negative consequence (not getting nagged at for getting good grades).
    1. AReinforcement
    2. BPunishment
    3. Creinforcement
    4. Dpunishment
    5. Epositive reinforcement
    6. Fpositive punishment
    7. Gnegative reinforcement
    8. Hnegative punishment
    9. Inegative reinforcement
    10. Jnegative punishment
    11. Kpositive reinforcement
    12. Lpositive punishment
  5. 5[blank_start]Shaping[blank_end] is used in reinforcement, it is the idea of reinforcing an idea in succession over and over again, sort of like building one of those marble gyms. You place one after another to create different paths and connection until the main goal is done. It is used in order of similarity to get the job as simple as possible to understand as a goal. At the end [blank_start]Shaping[blank_end] helps create complex behaviours, much like learning to type or walk.
    1. AShaping
    2. BRetrieval
    3. CReinforcers
    4. DPunishers
    5. EShaping
    6. FReinforcers
    7. GPunishers
    8. HRetrieving
  6. 6[blank_start]Reinforcers[blank_end] can be different from [blank_start]Immediate[blank_end] (gaining coins on an iPhone game) or [blank_start]delayed[blank_end] (achieving a degree at school). Mischel has a marshmellow test which was designed to access how well children were able to [blank_start]delay gratification[blank_end]. They were promised 2 marshmellow's if they waited and didn't eat the 1 they were given (they could always eat the one).
    1. AReinforcers
    2. BPunishers
    3. CImmediate
    4. Ddelayed
    5. Edelayed
    6. FImmediate
    7. Gdelay gratification
    8. Hbe punished
    9. Ibe reinforced
  7. 7[blank_start]Punishment[blank_end] can happen through [blank_start]Punishers[blank_end] which can be two different types. [blank_start]Positive Punishment[blank_end] is when something unwanted happens after a behaviour (getting zapped from an electric fence) and [blank_start]Negative Punishment[blank_end] is when something wanted is removed after a behaviour (losing time with your friends due to having to study). [blank_start]Punishment[blank_end] can only really be effective if it happens [blank_start]immediately[blank_end] after the unwanted behaviour has happened. It is also important that the punishment is [blank_start]consistent[blank_end] rather than [blank_start]severe[blank_end].
    1. APunishment
    2. BReinforcement
    3. CPunishers
    4. DReinforcers
    5. EPositive Punishment
    6. FNegative Punishment
    7. GPositive Reinforcement
    8. HNegative Reinforcement
    9. INegative Punishment
    10. JNegative Reinforcement
    11. KPositive Punishment
    12. LPositive Reinforcement
    13. MPunishment
    14. NReinforcement
    15. Oimmediately
    16. Precently
    17. Qfar
    18. Ryearly
    19. Sconsistent
    20. Tsevere
    21. Usevere
    22. Vconsistent
  8. 8When using [blank_start]Reinforcement[blank_end], there are two methods to use. One is [blank_start]Continuous Reinforcement[blank_end] which is used when trying to establish a wanted behaviour, it is the repetitive application of learning a wanted behaviour. [blank_start]Partial Reinforcement[blank_end] is better used when the actual behaviour has been established but is wanted to continue, it helps prevent extinction of this trait and is to be used every once in a while.
    1. AReinforcement
    2. BPunishment
    3. CContinuous Reinforcement
    4. DContinous Punishment
    5. EPartial Punishment
    6. FPartial Reinforcement
    7. GPartial Reinforcement
    8. HPartial Punishment
    9. IContinous Reinforcement
    10. JContinous Punishment
  9. 9When deciding to try to better establish a behaviour it is best to use [blank_start]Reinforcement[blank_end], but when using specifically [blank_start]Partial Reinforcement[blank_end], there are certain types of schedules that can effect the likelihood of behaviour being conditioned. [blank_start]Reinforcement[blank_end] based on [blank_start]Ratios[blank_end] are based on the number of responses. [blank_start]Reinforcement[blank_end] based on [blank_start]Intervals[blank_end] is based on time, and time gone by.
    1. AReinforcement
    2. BPunishment
    3. CPartial Reinforcement
    4. DPartial Punishment
    5. EContinuous Reinforcement
    6. FContinous Punishment
    7. GReinforcement
    8. HPunishment
    9. IRatios
    10. JIntervals
    11. KReinforcement
    12. LPunishment
    13. MIntervals
    14. NRatios
  10. 10A [blank_start]Fixed-Ratio[blank_end] schedule in Reinforcement is described as reinforcing behaviour ONLY after a certain/predictable amount of responses is registered. An example of this is reward points for a company card meaning more savings.
    1. AFixed-Ratio
    2. BFixed-Interval
    3. CVariable-Ratio
    4. DVariable-Interval

Information

Description
100 Psychology Quiz on PSYCHOLOGY Operant Conditioning Slideshow , created by Michael Wickham on 02/11/2015.
Language
English
Views
5
Tags
psychology100
Rating
No ratings yet
Rate this quiz
Rate this quiz

More on Operant conditioning

Feedback

What is it about?

What do you think of the new look?

How do you like it?