learning: a process that results in a relatively consistent change in behavior or behavioral potential and is based on experience
intentional learning: purposefully
incidental learning: unconsciously
Learning as a Change in Behavior
classical conditioning: a form of associative learning where a previously neutral / conditioned stimulus (e.g. bell) becomes associated with an unconditioned stimulus (e.g. food), eventually triggering a conditioned response (e.g. salivation)
control phase: before experiment (e.g. food \to→ salivation, bell \to→ no salivation)
acquisition phase: during experiment (e.g. food + bell \to→ salivation)
post-conditioning phase: after experiment (e.g. bell \to→ salivation)
influenced by: number of passes, quality / intensity of stimulus, time interval
no new reaction learnt, only stimulus-reaction connections are made
stimulus generalization: extension of conditioning to similar stimuli (e.g. horn instead of bell)
stimulus discrimination: narrowing the conditioning to certain stimuli (e.g. only specific types of bells)
counter-conditioning: linking a positive stimulus with a fear-inducing stimulus such that the positive reaction "replaces" the negative reaction (e.g. Little Peter experiment; subduing a fear of rabbits by exposing child to enjoyable actions alongside rabbit)
systematic desensitisation: use relaxation techniques to tolerate fear-inducing stimuli in small doses (e.g. bring rat closer and closer)
operant conditioning: learning process developed by B.F. Skinner where voluntary behaviors are strengthened or weakened based on their consequences, such as reinforcement or punishment
in other words: conditioning where the reaction is not innate
contiguity: stimulus, behavior and experience must be close in time and space
contingency: experience reliably follows stimulus
informativity: stimulus stands out from environment
positive reinforcement: adding a pleasant stimulus (e.g., praise, rewards) to increase a behavior
negative reinforcement: removing an unpleasant stimulus (e.g., stopping a loud noise) to increase a behavior
positive (direct) punishment: adding an unpleasant stimulus (e.g., scolding) to reduce a behavior
negative (indirect) punishment: removing a pleasant stimulus (e.g., taking away toys) to reduce a behavior
reinforcement schedule: continuous (reinforcement with each occurence, e.g. getting a piece of chocolate each time a task is done) vs. partial (occasional reinforcement, e.g. only giving a piece of chocolate sometimes)
partial reinforcement by quota: fixed-ratio schedule (reinforcement always after same number of reactions, e.g. every 10th coffee is free), variable-ratio schedule (reinforcement after different number of reactions, e.g. slot machine)
partial reinforcement by interval: fixed-interval schedule (reinforcement after a fixed period of time, e.g. sale every Tuesday), variable-interval schedule (reinforcement after a variable period of time, e.g. checking phone for messages)
partial more effective than continuous (continuous leads to faster learning, but also faster deletion)
by quota more effective than by interval
variable more persistent than fixed
swift and targeted punishment is more effective than severe penalties
model learning: learning from the behavior of others
Bobo doll experiment: children watch film of adult beating Bobo doll, divided into three groups, with the film showing...
a) reward for beating the doll
b) punishment for beating the doll
c) no action taken for beating the doll
all children showed violent behavior with varying degrees (b < a = c)
acquisition phase: observation (pay attention and register behavior), memorization (storing what you have seen in memory)
working memory model: storage according to modalities
phonological loop: verbal and acoustic information
visual-spatial notepad: visual and spatial information
episodic buffer: bridge between the other two
remembering more: chunking (organizing individual items into manageable or familiar units, e.g. easier to remember valid playing positions in football than invalid ones), mnemonics (vivid images and organizing structures), hierarchies (finding structures and hierarchies in groups of information)
Learning from a Constructivist Perspective
self-regulation: being able to develop knowledge, skills, and attitudes which can be transferred from one learning context to another and from learning situations in which this information has been acquired to a leisure and work context
cognitive learning strategies: doing the thinking (i.e. how do I work with this content?)
repetition: e.g. repeating important information at the start of project meetings
elaboration: e.g. integrating newly acquired knowledge into old knowledge during the project
organisation: e.g. presentation of the project idea in a concept map
metacognitive learning strategies: steering the thinking (i.e. is my approach working? what do I need to change?)
planning: e.g. writing a to-do list at the start of the project
monitoring: e.g. monitoring the progress of the project
evaluation: e.g. reviewing the goals set
regulation: e.g. intervening if interim goals are not achieved
motivational-affective learning strategies: fueling the thinking (i.e. do / can I keep going?)
identification: e.g. emphasising the identification of all project members with the project goals
attribution: e.g. reflection within the team on the reasons for successes and failures
feedback: e.g. clear communication of who to contact in the event of problems
intelligence: a very general mental capability that, among other things, involves the ability to reason, plan, solve problems, think abstractly, comprehend complex ideas, learn quickly and learn from experience
g factor (Spearman): one general intelligence underlying all mental abilities (most empirical evidence)
two-factor (Cattell): general intelligence + specific abilities
seven factors (Thurstone): several independent abilities
fluid intelligence: ability to solve abstract problems, never before seen, through deductive thinking; biologic / genetic (e.g. typical IQ test question); decreases with age
cristallized intelligence: end product of fluid intelligence, culture and education; based on learning experience and skill accumulation (e.g. trivia question); increases with age
memory can be manipulated
photo-taking-impairment effect: people remembered fewer objects overall and remembered fewer details about the objects they had photographed compared with objects they had observed
colors: cooler colors enhance memory and attention; staff are perceived as more relaxed by patients
not always true
Baker-Miller pink claimed to lower blood pressure and reduce aggression; no effectiveness according to more recent studies
does the color of a car determine its perceived noise level? \to→ hardly any difference
music: also changes decision-making
Motivation
motivation: the internal or external drive that initiates, guides, and maintains goal-oriented behaviors, acting as the "fuel" for human action
Behavioral Theories
behavioral theories: behavior is shaped by its consequences
extrinsic motivation: incentive lies in the result (destination)
self-determination theory: a framework highlighting that human motivation, wellness, and personal growth are driven by three innate, universal psychological needs: autonomy (feeling in control), competence (feeling capable), and relatedness (feeling connected)
theory of needs: need for achievement (performing well), need for affiliation (connecting with others), need for power (influence / lead)
Maslow's hierarchy of needs: combination of physical and psychological needs
Cognition-Based Theories
cognition: the thoughts or the judgements that employees make while working
expectancy-value theory: employees are motivated when they believe that their effort will lead to a succesful performance, their performance will lead to a desired outcome, and that the outcome holds personal value; if any of these is missing, motivation drops
self-efficacy theory: an individual's belief in their capability to execute actions to reach specific goals (self-efficacy) is a key determinant of motivation (specialized; i.e. "I can do X")
self-concept theory: your self-concept is your organized collection of beliefs, opinions, and attitudes about who you are, influencing your behavior (generalized; i.e. "I am good at X")
Big-Fish-Little-Pond effect (BFLPE): students (or anyone) with similar abilities have lower academic self-concepts in high-achieving environments (big ponds) compared to equally able students in lower-achieving settings (little ponds) (due to comparison with others being the basis of self-concept)
intrinsic value: enjoyment when doing a task
attainment value: personal importance in succeeding in a task
utility value: extent to which a task fits into own plan
costs: effort, anxiety, time taken
causal attribution: determine affective reactions to success and failure
Emotion
emotion: reaction of the whole organism and comprises physiological arousal, conscious cognitive experience and expressive behavior
physiological level: body reactions, e.g. hormone release
cognitive level: own psychological experience, feeling interpretation
expressive behavior: open behavior and expression, e.g. smiling
The Brain
thalamus: sensory input
amygdala: rapid detection (automatic, fast); central for fear, anger responses
prefrontal cortex: regulation and interpretation; evaluates, interprets and regulates emotions
Dimensions of Emotion
Theories of Emotion
common sense: subjective emotion experience \to→ physiological arousal (e.g. I am happy, so I smile)
James-Lange theory: (stimulus \to→) physiological arousal \to→ subjective emotion experience (e.g. I am happy because I smile)
Cannon-Bard theory: thalamus \to→ physiological arousal + subjective emotion experience (e.g. I smile and feel happy at the same time)
Schachter-Singer / Two-factor theory: physiological arousal \to→ cognitive evaluation \to→ subjective emotion experience (e.g. I smile, and since there is no reason to be nervous, I guess I must be happy)
Achievement Emotion
achievementemotion: emotions that relate to “activities and outcomes that are judged according to competence-based standards of quality”
influences: perceptions of control (can I do this?) and value (is it meaningful to do this and why?)
relation to autonomic states: individual indicators cannot distinguish between different emotions, but activation/deactivation seem to occur depending on whether engagement with the task is meaningful
Emotion Self-Regulation
self-regulation: ability to exert control over one’s own emotional state (based on SS/2F)
situation selection and modification: avoiding or changing the context
attention deployment: shifting attention away
cognitive reappraisal: rethinking the situation
suppresion / response modulation: inhibition of affective expressions
misattribution of the state of arousal / Creaky Bridge experiment: people make a mistake in assuming what is causing them to feel aroused (e.g. when actually experiencing physiological responses related to fear, people mislabel those responses as romantic arousal)
Social Psychology
social psychology: the scientific study of how thinking, feeling and behavior are influenced by the real or imagined presence of other people
Social Perception
encoding: expressing own emotions
decoding: interpreting emotions in others
implicit personality theory: subconscious belief system to assume certain traits go together, allowing quick judgments about people, like assuming a "warm" person is also "generous" or "kind," even with little information, forming mental shortcuts (schemas) for social understanding, often influenced by culture and experience
halo effect / error: tendency for positive impressions of a person, company, country, brand, or product in one area to positively influence one's opinion or feelings of a person, company, country, brand, or product in another area (e.g. after noticing that an individual in a photograph is attractive, well groomed, and properly attired, assume that the person in the photograph is also a good person)
Dr. Fox effect: "Dr. Myron L. Fox" (actor) gives lecture on "Mathematical Game Theory as Applied to Physican Education"; looks distinguished and sounds authoritative, lectures with humor and joy and answers questions afterwards; has absolutely no idea about the subject because he is an actor; results in satisfied participants
Reasons for Behavior
internal attribution: reason for the behavior lies within person
external attribution: reason for the behavior is the situation
fundamental attribution error: tendency to overestimate internal factors (e.g. he is late because he is selfish) and underestimate situational factors (e.g. he is late because of traffic); due to stronger focus on the visible person as opposed to the resource-intensive, invisible situation
Behavioral Justification
Heaven's Gate: mass suicide in 1997, extreme example of a normal need to justify one‘s own actions and commitment to values
cognitive dissonance: mental discomfort experienced when holding two or more contradictory beliefs, values, or attitudes, or when behaviors clash with beliefs (e.g. person might justify unhealthy eating habits by saying they will exercise more later, or rationalize a poor purchase decision to feel better about it)
reduction: behavior amendment (e.g. quitting smoking), change in cognition (e.g. not believing that smoking is really that harmful), adding a new cognition (e.g. comparing to someone who's old and smokes)
post-decision dissonance: dissonance that occurs after making a difficult decision, especially between two equally attractive options
punishment: harsher does not necessarily mean better (experiment by Aronson / Carlsmith)
Yourself
social comparison theory: people evaluate their own abilities, opinions, and worth by comparing themselves to others, driving self-evaluation, improvement, and enhancement (if no objective standard is available or if insecure)
impression management: trying to present yourself as you would like to be seen by other people.
integration: interacting with people of higher status
self-handicapping: making excuses in advance
terror management theory (TMT): human behavior is largely driven by an unconscious, existential fear of death; to manage this, individuals cling to cultural worldviews, faith, and self-esteem to provide meaning and a sense of literal or symbolic immortality
interpersonal attraction: caused via proximity, similarity, sympathy, physical attractiveness
proximity: may be physical (i.e. literally close to eachother) or functional (i.e. close by some communication channel, e.g. same hallway)
mere exposure effect: the more we are exposed to a stimulus, the more we are willing to like it
similarity: perceived more important than actual
sympathy: beats similarity; but similarity is more important long-term
Social Conformity
social conformity: the tendency to adjust your attitudes, beliefs, and behaviors to align with a group's norms or expectations, driven by a desire to fit in, be liked, or because you believe the group has better information
informational social influence: we use other people as a source of information when we are unsure (private acceptance, public compliance)
when? ambiguous situation, crisis situation, others are experts
normative social influence: we adapt in order to be liked or accepted (no private acceptance, only public compliance)
when? physically close group, emotionally important group, 5-7 people
Milgram experiment: measured the willingness of study participants to obey an authority figure who instructed them to perform acts conflicting with their personal conscience
result: a very high proportion of subjects would fully obey the instructions, with (nearly?) every participant going up to deadly voltage levels, due to informational and normative influence by the authority figure (aborting = admitting that actions up to this point were wrong)
Prosocial Behavior
altruism: desire to help, even if it puts the helper at a disadvantage; both genetic and learned
kin selection: helping relatives helps your genes survive
reciprocity norm: help now, get help later
group selection: passing on the genes of a group of people is important
urban overload hypothesis: people in small towns are more likely to help than those from larger cities
bystander effect: people are less likely to help when others are around
giving > taking: two groups receive $20 each, first one asked to spend on themselves, second asked to spend on others; group 2 happier
likelihood of getting help: test subjects asked to ask people on the street for a favor and estimate beforehand how many people they would need to ask until someone agrees; underestimated the likelihood that others will help up to 50%
negative emotions are not always necessarily perceived badly: expression of anger may create impression of competence; norm violators are perceived to be more powerful
Social Groups
Stanford Prison Experiment: reenacting the social situation in prisons; aborted because guards became too violent
social facilitation: tendency for people to perform better on simple tasks and worse on difficult tasks when others are present and their individual performance can be assessed (other people get us excited)
social loafing: tendency for people to take a relaxed approach when other people are present and their individual performance cannot be assessed (other people make us feel relaxed)
group think: form of thinking in which group cohesion and solidarity are more important than objective criteria for decision-making
group is very cohesive: the group is held in very high esteem
group isolation: group is isolated from other points of view
leader directive: leader dominates the discussion
high stress: members have the impression that the group is under threat
poor decision-making processes: lack of standard methodology
Robbers Cave experiment: intergroup conflict arises from competition for limited resources, while cooperation is fostered by shared, "superordinate" goals
bonding \to→ competition \to→ reducing friction
Work and Organisational Psychology
organisation: association of people to achieve a certain goal
Work Design, Working Conditions
Job Characteristic Model
task characteristics
skill variety: employees should bring multiple skills and competencies to ensure that they can take over diverse tasks
task identity: the job has a clearly defined beginning and end, giving employees a sense of purpose and fulfilment
task significance: employees should feel that their work has an impact on the company or society
autonomy: the job should be flexible enough to let employees decide how and when to complete it (within reason)
feedback: employees should have ready access to feedback to give them an avenue to improve professionally
effects of the work: high motivation, high quality of work performance, high job satisfaction, low absenteeism and fluctuation
Equity Theory
equity theory: employee motivation is driven by a desire for fairness, where individuals compare their input-outcome ratio (effort/skills vs. rewards/recognition) to that of others
under-reward \to→ anger
over-reward \to→ guilt
behavioral reaction: employee may lower productivity or reduce quality of work
targeting others: employee may try to reduce other's inputs / outcomes or pressure them to leave
Stress, Health, and Well-Being at Work
stress: subjectively intensely unpleasant state of tension that arises from the fear that a strong aversive situation that is close in time and lasts a long time is very unlikely to be completely controllable, but which subjectively seems important to avoid; person-environment interaction
burnout: emotional exhaustion caused by personal and work / organisational stressors, depersonalisation, feeling of no longer being able to achieve anything personally
Lazarus' Transactional Model of Stress and Coping
coping: how people deal with stressful situations
problem-focused (instrumental): people take concrete actions to avert current threats (e.g. searching for information...)
emotion-focused (palliative): people try to control their own emotions and affective reactions to stress (e.g. trivialisation, distraction, use of drugs...)
Conflicts
worst: relationship, task conflicts (\to→ weaker group performance)
positive?: judgement conflicts (\to→ positive correlation with performance due to more intensive engagement with task)
four-sides model (Schulz von Thun): every message has four facets though not the same emphasis might be put on each (e.g. "it's cold in here")
factual information: what is literally being said (e.g. "the temperature is cold")
self-revelation: what the speaker reveals about themselves, either intentionally or unintentionally (e.g. "I'm uncomfortable")
relationship: what the speaker signals about their view of the listener and their relationship (e.g. "you're the one responsible for the room")
appeal: what the speaker wants the listener to do / think / feel (e.g. "you should turn the temperature up")
supervisor-subordinate communication: downward to control processes (e.g. targets, instructions, regulations), upward to give information to managers that they need (e.g. project data, status reports...)
downward issue: takes a long time
upward issue: communication distortion (incomplete, passing on of information)
Leadership
leader alone does not directly determine leadership success; also depends on situation / managed employees
autocratic: focus on results and team efficiency; expect employees to do what leaders asked for
in other words: "I decide, do it"
transactional: *intense exchange on day-to-day task *(short term); provide direction / maintaining the status quo; rewards & punishments
in other words: "you do this, you get that"
democratic: leaders share decision-making with group; promoting social equality; encourages participation from all members based on their skills
in other words: "let's decide together"
transformational: aims to transform followers‘ needs and thinking, communicates compelling vision; inspires followers with a sense of purpose and excitement
in other words: "let's change things together"
Style
Power
Motivation
Best for
Autocratic
Leader
Authority
Crises, strict environments
Transactional
Leader
Rewards/punishments
Routine, performance-driven work
Transformational
Shared
Vision & purpose
Change, innovation
Democratic
Shared
Participation
Collaboration, problem-solving
Engineering Psychology
engineering psychology: science of human experience and behavior when dealing with technical systems, with the aim of optimizing this interaction
specify the capacities and limitations of the human
identifying the psychological aspects and processes that cause the particular implementation of an artifact to be the best / most suitable / etc.
human-machine system: targeted interaction between people and technical systems to fulfill an externally assigned or self-imposed task
Core Psychological Models
SEEV model: represents where your attention goes
Salience: extent to which the AOI stands out from the background (or from other AOIs) by virtue of its size, color, intensity, or contrast (more significant AOIs should be made more salient)
Effort: cost of moving attention from one AOI to another (distance between AOIs should be negatively correlated with their frequency of use)
Expectancy: expectation regarding the occurrence of changes within an AOI
Value: usefulness (importance) of the information
overload: users have to deal with more stimuli/information than they are capable of handling \to→ distraction, insufficient time for adequate information processing
underload: insufficient stimulation \to→ reduced alertedness and attention
multiple resource model: attention consists of multiple, partly independent resources; tasks interfere when they draw on the same resources
in essence: multitasking success depends less on how hardtasks are and more on whether they compete for the same humanresources
Research
research question: addresses a research gap, is based on the current state of research, is based on a theoretical assumption, considers initial methodological decisions
formulation: must not be too general \to→ not investigatable!
descriptive question: what is happening? (frequency, intensity, distribution)
typical: how many...; how often...; to what extent...
example: how many hours do people sleep on average?
relational (correlational) question: how are things related?
typical: is X related to Y...; do people with more X tend to have more Y...
example: is there a relationship between sleep deprivation and attention?
causal (explanatory) question: does X cause Y?
typical: does X influence Y...; what is the effect of X on Y...
example: does sleep deprivation reduce attention?
comparative question: are there differences between groups / conditions?
typical: do groups differ in...; is there a difference between...
example: is learning better online or in-person?
hypothesis: presumed answer to a research question based on previous results, relevant theories and / or everyday experiences / intuition
example: sleep deprivation is associated with attention performance
criteria
empirically verifiable: must be possible to assign observable data to the concepts it contains (real-life)
counter-example: it's hotter than 220°C in hell
(certain) claim to general validity: assertion going beyond the individual case
counter-example: if Peter keeps drinking so much alcohol, he'll have a headache tomorrow
formal structure: if..., then...; the more...
example: if seminar content is not relevant to the exam, then students forget it more quickly
theoretical justification: validity and relevance can be justified with scientific theories
counter-example: if you dye your hair red, you eat more fish
falsifiability: results that contradict the conditional sentence must also be conceivable
tautology: a statement that is true by necessity or by virtue of its logical form
counter-example: bachelors are unmarried (true by definition)
undirectional hypotheses: presence of any difference or correlation without specification of the direction
example: on average, individuals differ in the number of hours they sleep per night (no mention of whether one number is higher or lower than the other)
directional hypotheses: existence of a difference or a correlation in a certain direction
example: individuals sleep fewer than the recommended average number of hours per night
Research Methods
Experimental Studies
Non-Experimental (Field) Studies
Experiment
Cross-sectional Study
Quasi-Experiment
Longitudinal Study
qualitative study: new facts
quantitative study: facts that already happened
Descriptive Questions
observational methods: what do people actually do?
+: less dependent on participants’ self-reports or recall
-: time-consuming, limited access to internal state (e.g. thoughts)
interview: what does something mean to people?
+: flexible and responsive to participants’ perspectives
-: resource-intensive, potentially influenced by interviewer effects
surveys, questionnaires: what do people think / experience?
+: standardized, easy to analyze quantitatively
-: limited to self-report, susceptible to biases (e.g., social desirability)
physiological measures: what happens in the body?
+: less affected by self-report and social desirability biases
-: costly, technically demanding, and require careful interpretation
Correlational Questions
correlation hypotheses: about relationships between two or more variables (cross-sectional)
! correlation does not mean causality
example: there is a negative correlation between the amount of social media usage and children's well-being scores
change hypotheses: change in variables with constant people over time (longitudinal)
example: over a one-year period, an increase in social media usage is associated with a decrease in children’s well-being scores
Causal Questions
experiment: make statements about the causal effects of an independent variable (UV) on a dependent variable (AV) (cross-sectional?)
difference hypotheses: about differences between two or more groups
independent variable (UV): grouping variable (e.g. 1st group: children with social media usage; 2nd group: children without social media usage)
dependent variable (AV): characteristic on which the group difference is to be shown (e.g. well-being indicators)
example: children with exposure to social media have lower well-being scores than children who have no social media use
quasi-experiments: experiments without a randomized assignment
why? study does not allow manipulation of treatment, random assignment may not be possible, etc.
when? natural groups exist (e.g. a school introduces a no-phone policy, another one does not), no reasonable control group (e.g. school introduces phone ban during school hours), manipulatable but unethical treatments (e.g. randomly assigning children to force them to use social media for X hours a day while prohibiting others altogether), not accepted (e.g. researcher fakes creation of new social media platform, allows children to join, intentionally manipulates experiences)
Primary, Secondary, and Meta-Analysis
primary analysis: data is collected and analyzed by the researcher himself
secondary analysis: existing datasets are used for re-evaluation
meta-analysis: summarizes results of several studies on the same question
Responsible Practices
data protection: personal reference always exists when statements or behavior could be assigned to an individual person
declaration of consent: processing of personal data is only permitted if there is a legal basis or a valid declaration of consent
processing activity: specific operation involving personal data, such as collection, storage, transfer, or deletion; as soon as personal data is collected, a processing activity must be created
ethics committee: scientists require the vote of an ethics committee to conduct medical research projects or studies involving human subjects in other disciplines