1 / 27

Experimental Psychology PSY 433

Experimental Psychology PSY 433. Chapter 9 Conditioning and Learning (Cont.). Maze Times (Both Labs). Maze Errors (Both Labs). ANOVA (Repeated Measures). Tests of Within-Subjects Effects Measure: MEASURE_1 Source Type III Sum of Squares df Mean Square F Sig.

pedroa
Télécharger la présentation

Experimental Psychology PSY 433

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Experimental PsychologyPSY 433 Chapter 9 Conditioning and Learning (Cont.)

  2. Maze Times (Both Labs)

  3. Maze Errors (Both Labs)

  4. ANOVA (Repeated Measures) Tests of Within-Subjects Effects Measure: MEASURE_1 Source Type III Sum of Squares df Mean Square F Sig. Time Sphericity Assumed 21082.344 14 1505.882 9.128 .000 Greenhouse-Geisser 21082.344 1.236 17062.838 9.128 .004 Huynh-Feldt 21082.344 1.284 16420.288 9.128 .004 Lower-bound 21082.344 1.000 21082.344 9.128 .008 Error(Time) Sphericity Assumed 39263.785 238 164.974 Greenhouse-Geisser 39263.785 21.005 1869.285 Huynh-Feldt 39263.785 21.827 1798.892 Lower-bound 39263.785 17.000 2309.634

  5. More Talented Animals • Sweet Sundance – Gong Show act • https://www.youtube.com/watch?v=YO7lAHsn84Q • Cirque de Sewer – Gong Show act • https://www.youtube.com/watch?v=SGxuEKcE_94

  6. Choosing an Experimental Design • Between vs within subjects designs offer different tradeoffs, but there are more than practical considerations at stake. • Choice of design may affect the actual outcome of the research. • Sometimes using a between-subjects and a within-subjects design produces different results. • Carryover effects may exist without the experimenter’s knowledge.

  7. Order Effects • Order effects (practice effects) = experiencing one level affects behavior in another level • Effects of practice, boredom, fatigue • Example: Does content (biology text vs. novel) affect proofreading speed? Order is Biology-Novel • Order effects are controlled in within-subjects designs by randomizing or counterbalancing the presentation orders.

  8. (no practice) (practice) Group 1 Biology Novel 1 2 (no practice) (practice) Group 2 Novel Biology 1 2 Order Effects in Proofreading

  9. Differential Carryover Effects • Carryover effects, differential/asymmetrical transfer effects occur when experiencing one level affects performance on the next. • The effect of the first level on the second level differs depending on which comes first. • Effect of B following A ≠ effect of A following B • Confound occurs when one level consistently precedes the other.

  10. (no practice) (practice) Group 1 Neutral instructions Special instructions 1 2 (no practice) (practice) Group 2 Special instructions Neutral instructions 1 2 Differential Carryover Effects in Problem Solving

  11. Classical Conditioning Example • Grice and Hunter (1964) - human conditioning • UCS is air puff; UR is blinking • Vary CS intensity (loud or soft tone) • Done between-subjects or within-subjects • 500 ms CS – 500 ms ISI – US • Varying CS intensity in BS design has no effect on % CR • Varying CS intensity in WS design has large effect.

  12. Contrast Between Stimuli • In a WS design, subjects can compare two levels of a stimulus in the same experiment and may respond to the two stimuli differently. • This effect occurs despite the randomization and counterbalancing that were used to control for differential order effects: • First, choose a random order (LSSLSLLLS) • Then counterbalance the random order: ½ got it, ½ got the reverse (SLLSLSSSL)

  13. Instrumental Conditioning Example • Bower (1961) –3 groups of rats trained to run down an alley (maze) for food. • Two IVs: kind of reward & color of maze. • Reward: • Constant 8 – got 8 pellets per maze run • Constant 1 -- got 1 pellet per maze run • Contrast – got 1 pellet in one colored maze, 8 in the other colored maze (black/white) • All 3 groups: ½ got black & ½ got white maze.

  14. ABBA Counterbalancing • Define 2 conditions: A and B or S and L • In Bower’s case, 1 pellet (S) & 8 pellet (L) • Present in order: ABBA (SLLS) • If order effects are linear, they will then be distributed evenly across conditions. • If nonlinear, do not use ABBA, or give practice trials first. • Bower used both ABBA and BAAB. • Use Balanced Latin Square with >2 groups.

  15. Small-n Designs • Behavior often cannot be studied in large groups (large-n designs) • Small-n frequently used in therapeutic situations • Reversal designs: ABA or ABAB • A = baseline recording of behaviors • B = introduction of treatment • IV is essentially treatment / no treatment.

  16. Increases Bill crys Adults attend Example: Crying Behavior Reinforcement + Removing the positive reinforcement (attention) extinguishes crying behavior.

  17. FIG: Kanto7e 9-8, Hart data

  18. Multiple Baseline Designs • Observe different behaviors, before and after learning. • Can be done two ways: • Observe multiple behaviors in one individual -- like a within-subject design • Observe a single behavior in different individuals – between-subjects • Treatments are introduced at different times.

  19. Example: Siblings Compared • 3 pairs of autistic vs normal siblings • Baseline -- observed target behaviors (counting, letter ID, etc) • Treatment -- trained normal sib to reinforce behaviors of autistic sib • DV -- number of correct performances of behaviors.

  20. Changing Criterion Design • Instead of comparing different people or different behaviors, progress in shaping behavior over time is measured. • The target behavior needed for reinforcement is changed as a behavior is acquired. • Range-bound changing criterion – instead of a target, a range for reinforcement is established. • Distributed-criterion design – targets are spread across several behaviors.

More Related