行為論係由心理學家伯赫斯·費德歷·斯金納(B. F. Skinner)發揚光大嘅心理學理論,著重研究外界刺激會點樣影響一隻動物嘅行為,而且傳統上會輕視好似思緒等冇辦法用肉眼觀察到嘅嘢[19]。典型嘅行為論研究會嘗試向隻動物(最常見嘅係大家鼠)施加某啲刺激,再睇吓呢啲刺激會點樣影響某啲外顯行為嘅頻密度或者強度等嘅變數,甚至嘗試用數學方程式模擬刺激同行為之間嘅關係[19]。
古典制約嘅過程喺大多數動物物種身上都觀察得到,甚至某啲植物都會有[21][22],古典制約嘅過程令到生物能夠學識邊啲刺激傾向一齊出現,令到生物有能力預測周圍環境嘅變化。例如係有心理學實驗就顯示,人類撞到之前未遇到過嘅刺激嗰陣,會留意呢啲刺激傾向同邊啲已知嘅刺激一齊出現,並且按呢個資訊對嗰啲新嘅刺激做判斷-例如家吓有個人 A 君,佢啱啱識咗個新朋友 B 君,如果 A 君每次撞到 B 君嗰陣都有啲令佢唔舒服嘅事發生嘅話(例如佢次次見親 B 君兩個人都嗌交),A 君好快會學識將 B 君同啲令佢唔舒服嘅事聯想埋一齊,學曉應該要避開 B 君[23]。
操作制約可以用嚟解釋習慣嘅形成。有心理學家指出,極密集嘅操作制約訓練會令一個行為變成習慣,例如有實驗就試過噉做:研究者搵一柞大家鼠返嚟做受試者,將呢柞大家鼠分做 A 同 B 兩組;首先,兩組都喺同樣嘅情況下受訓,將每隻都分別擺入一個箱入面,箱入面有個掣,個掣一撳就有嘢食;兩組差異在於 A 組受訓時間短,而 B 組受訓時間長;訓練期完咗之後,研究者俾柞大家鼠做一個貶值測試[25]-意思即係話俾啲大家鼠冇咁肚餓(冇咁需要嘢食)嗰陣做測試;一般結果係,大家鼠冇咁肚餓嗰時會冇咁傾向走去撳嘢食掣;同時研究者又發現咗所謂嘅過度訓練效應[26]-只要 B 組受訓嘅時間長到超過咗某個臨界值,B 組嘅受試者就會變成唔受貶值影響,即係變成肚唔肚餓都走去勁撳掣[27][28]。
遺傳:有啲學生天生就天份高啲,例如智商(IQ)對學習有相當大嘅影響,會強烈噉影響人嘅學習速度,智商高嘅人好容易就可以留意到身體環境唔同嘢之間嘅關係,而研究顯示,大人嘅 IQ 好大程度上係由遺傳因素話事嘅(遺傳度超過 60%),所以遺傳因素對學習有相當影響。學生嘅遺傳條件係老師冇辦法控制嘅,但老師可以因材施教[93]。
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