Punishment under operant conditioning refers to the use of positive or negative reinforcement to increase certain behaviors or reduce or eliminate an unwanted behavior. The two types of punishment are positive punishment and negative punishment according to BF Skinner (Skinner, 1974). Positive punishment is performed by applying an aversive stimulus after the behavior occurs. For example, the player will be given the security card, where players can keep the security card to cancel the punishment in subsequent rounds. By giving a security card, this is a positive punishment as the player is not actually required to perform any punitive act (Gershoff, 2002). On the other hand, negative punishment is known as repression punishment which aims to remove a certain stimulus after a behavior has occurred. For example, if the double punishment card is taken, players must take 2 punishment cards and act accordingly. This happens when the player is in the wrong position on the board game (Gershoff, 2002). Although punishment can be very helpful in some cases, however, some punishments do not exactly increase or decrease behavior. One example is prison, which means that after a criminal is sent to prison, the prisoner appears to commit more crimes once released from prison (Gershoff, 2002). Categorization theory can be linked to three categories which are prototype theory, classical categorization and conceptual clustering. In the process of categorization, an individual classifies the people around him based on common characteristics in different groups (Watson J., 1913). Most of these processes happen unconsciously and automatically, but sometimes they also happen unconsciously. Some......middle of paper......known (Watson J., 1913)Cognitive learning theory can be defined as the process model of how people think. Processes help us understand how people learn and think, and information is processed as short-term memory. Once information goes through practice and rehearsal, it is moved into long-term memory. Once positioned as long-term memory, information can be derived via other connections (Skinner, 1974). There are different ways to learn cognitive processes, for example by summarizing and asking questions. During the game, the player can organize winning strategies by visually taking notes on how other players are playing without being punished. All of this will be stored in the player's short-term memory. Besides that, the player can also retrieve the previous game's winning strategy from long-term memory (Bandura A. ,1977).
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