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BANDURA'S SOCIAL- COGNITIVE THEORY

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CHAPTER 17 BANDURA'S SOCIAL- COGNITIVE THEORY Assumptions of the Social-cognitive Approach Behavior occurs as the result of a complex interplay between inner ... – PowerPoint PPT presentation

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Title: BANDURA'S SOCIAL- COGNITIVE THEORY


1
CHAPTER 17
  • BANDURA'S SOCIAL- COGNITIVE THEORY

2
Assumptions of the Social-cognitive Approach
  • Behavior occurs as the result of a complex
    interplay between inner processes (cognitions,
    motivations, personality factors) and
    environmental influences.
  • triadic reciprocal determinism - belief that
    cognition, behavior, and the environment operate
    interactively as determinants of one another.
  • assume that we represent external events
    symbolically
  • verbal representation - word that signifies an
    object in the environment. For example, the word
    cat is a verbal representation of a purring
    quadruped that exists in the environment.
  • imaginal representation - image conjured up by a
    person that resembles an object in the
    environment.

3
Assumptions of the Social-cognitive Approach
(cont.)
  • assume that most of our behavior is not
    controlled by immediate external reinforcement.
  • much of our behavior is controlled by anticipated
    outcomes - persons expectancy that the
    performance of certain behaviors will secure
    certain reinforcers, and modeling, type of
    learning in which individuals learn new behavior
    by observing others.

4
Modeling Theory
  • Whether or not the person imitates observed
    behavior of a model depends on three factors.
  • characteristics of the observer.
  • characteristics of the model.
  • rewards and punishments associated with the
    model's behavior.
  • vicarious reinforcement - willingness to imitate
    the behavior of a model after observing that the
    model was reinforced for the behavior.

5
Aggression and Violence in Films, Television, and
Video Games
  • Factors Facilitating the Occurrence of Violence
    and Aggression
  • observers who watch models being rewarded for
    certain behaviors tend to repeat them, whereas
    observers who watch models being punished for
    their actions tend not to repeat those actions.
  • observers are more likely to imitate aggressive
    models who receive no punishment for their
    behavior.
  • even when models are punished for their actions,
    observers can and will imitate them if given
    strong incentives.

6
Aggression and Violence in Films, Television, and
Video Games (cont.)
  • Factors (cont.)
  • observers will imitate even a disliked model who
    has been rewarded for his aggression if they
    believe his actions are exciting and fun.
  • observers will imitate aggressive behavior
    performed by models if the aggression is
    justified.
  • observers are more apt to behave aggressively if
    they are low on impulse control.

7
Aggression and Violence in Films, Television, and
Video Games (cont.)
  • Factors (cont.)
  • observers behave more aggressively if they
    identify with the aggressor.
  • observers are more apt to be aggressive if they
    can dehumanize the victim, or when the injuries
    suffered by the victim are minimized or
    sanitized.

8
Aggression and Violence in Films, Television, and
Video Games (cont.)
  • Recommendations to Reduce Violence in the Media
  • media executives need to be encouraged by members
    of the public to create more constructive shows
    and video games.
  • parents need to limit their childrens exposure
    to media violence by monitoring the content of
    programs in advance, modeling nonaggressive
    behavior for their children, and rewarding
    nonviolent behavior.

9
Role of Efficacy Expectations in Determining
Behavior
  • Efficacy Expectations - individuals convictions
    or beliefs that they can execute the behaviors
    required to produce certain response
    consequences.
  • Efficacy Expectations Depend on Four Factors
  • performance accomplishments.
  • vicarious experiences.
  • verbal persuasion.
  • emotional arousal.
  • Research on Efficacy Expectations
  • academic development and achievement
  • career choices and job performance
  • physical and mental health

10
Personality Development
  • Important Factors
  • children learn and develop via rewards provided
    by their caretakers learn what not to do by
    being disciplined (not physically punished) for
    their wrong actions
  • children learn through watching successful
    parents
  • multiple models - learning more difficult when
    models are performing behaviors that conflict
    with one another.
  • children eventually learn to apply
    self-reinforcers and self- punishers to their own
    behavior.

11
Therapeutic Assessment Techniques
  • No Use of Traditional Techniques (free
    association, dream analysis, transference)
  • Heavy Reliance on Experimentation to Assess
    Personality Functioning and Change.
  • modeling used to reduce or eliminate undesirable
    behavior and to teach new, more desirable
    behavior.
  • guided participation modeling - procedure in
    which models first show study participants how to
    successfully tolerate increasingly threatening
    interactions with dreaded objects, and then guide
    the participants through these threatening
    activities until they are finally able to master
    their fears.

12
Therapeutic Assessment Techniques (cont.)
  • Heavy Reliance (cont.)
  • eliminate fears by raising efficacy expectations.
  • self-modeling - type of learning in which
    individuals watch themselves behave in a
    situationally-appropriate manner via videotape
    and then show the same behaviors later on.

13
Evaluative Comments
  • Comprehensiveness - broad in scope.
  • Precision and Testability - precise and testable.
  • Parsimony - parsimonious.
  • Empirical Validity - strong empirical support.
  • Heuristic Value - high heuristic value, proving
    stimulating to researchers in clinical
    psychology, social psychology, health psychology,
    and vocational counseling.
  • Applied Value - strong applied value, especially
    in the areas of education and psychopathology.
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