OBSERVATIONAL LEARNING- PROJECT PROPOSAL2 Introduction Observational learning involves studying through observation where kids and adults learn and acquire new behaviors. It is a continuous process that is automatically initiated at birth and a powerful learning tool and particularly to kids whose minds are blank in the early ages. A child interacting with peers is attentive to what is new and in return tries to behave the same way. For this reason, adults, have the sole responsibility of jumping in and modeling the behaviors of these innocent minds. Observational learning theories propose two basic approaches through which behavior is learned. First is the instrumental training where tutors explicitly attempt to illustrate their responses through differential reinforcements. Secondly, is the imitation where either the observers or the learners attempt to match their responses to those of the doer. Imitation occurs without any direct tuition and constitutes the major part of childβs socialization (Bandura et al., 1961). This paper aims at evaluating how behavioral theory helps in explaining how kids exposed to aggressive and violent video games are likely to acquire the same set of behavior as compared to kids who do not play the games. Theoretical framework Observational learning is best demonstrated by how kids listen to their motherβs voice and in return try and mimic the sounds. As a renowned researcher, Albert Bandura modeled an experiment, the Bobo doll experiment, where he illustrated how children learn and acquire new traits through observation. In his experiment, children were exposed to an aggressive video game and in the practical field, a child aggressively hit and kicked the Bobo doll in the same way as the young woman in the movie. Other than observing and re-doing, he integrated the cognitive and operant view when it comes to learning. Bandura suggests that observational learning encompasses four steps in the pattern. These include attention, retention, reproduction, and
OBSERVATIONAL LEARNING- PROJECT PROPOSAL3 motivation. This is to say that a learner will first notice something happening and in return will pay attention to it, they will then note and remember the action for them to replicate the same (Williams and Skoric, 2005). Traditionallearningtheoriesdemonstratebehaviorasrelatedtoexperiential reinforcements. However, Bandura notes that βvirtually all learning phenomena resulting from direct experiences can occur on a vicarious basis through observation of peopleβs behavior and its consequences for themβ (Bandura et al., 1963). This is to mean that observers easily acquire behaviors by example without much of tedious trials and similarly, people inhibit certain behavior subject to the observed punishment imposed to others for their actions. According to Bandura, almost every behavior that people portray is either deliberately or inadvertently learned through example. The positive side about this theory is that a dangerous mistake can be avoided by employing competent models from which language and novel response patterns can be acquired in a more efficient manner through observational means.As mentioned above, the process involved attention, retention, reproduction, reinforcement and motivational processes. How well something is done determines how best the observers will imitate the same (Fraser et al., 2012). Observational learning involves the transmission of information and character regarding methodsoforganizingcomponentresponsesintonewpatternsofbehavior.Physical demonstrations serve as the best ways of acquiring novel responses pattern by the observers. There is a clear distinction between adult and children with regard to observational learning. Adults have developed excellent language and communication skills and as such, they rely on and prefer verbal modeling, children, on the other hand, have limited language skills and for that reason, they solely rely on visual depictions. Behavioral learning theories, therefore, supports
OBSERVATIONAL LEARNING- PROJECT PROPOSAL4 this study that kids exposed to aggressive and violent video games are likely to acquire such behavior as compared to kids who do not play the games. Rational In todayβs world, children are developing all forms of characters and this has a great impact on their future lives. The degree of impact depends on the childhood learnings. A study by Bandura and Ross indicates that children exposed to aggressive models reproduced the same character. In the same study, the mean score between children expressed to aggressive models to the control differed markedly and demonstrated more imitative and non-imitative aggressive behavior. Also, Fraser et al., (2012) suggested that violent video gaming has a negative relationship with pro-social behaviors.For this reason, there is the need to study the effect of behavioral learning on character development in children to help address their future character needs. Objectives of the study 1.To study the role of observational learning in behavior development in children 2.To examine how children exposed to violent video games are likely to acquire violent and aggressive behaviors as compared to children who not exposed to such games. Hypothesis H1: Children exposed to violent video games are likely to acquire violent and aggressive behavior. H2: Observational learning has a direct relationship with behavior development in children
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OBSERVATIONAL LEARNING- PROJECT PROPOSAL5 Methodology Participants The study population will consist of 40 children of the age 37 to 69 months. This will constitute 20 boys and 20 girls from Stanford Nursery School. Two adults, a male, and a female will serve as the role models and tutors of violent gaming to the children. Experimental design The study population will be divided into five groups with each group having eight subjects. One group (A) will act as the control, two groups (B) will be subjected to violent gaming and the remaining two (C) will be subdued to nonaggressive gaming. Each group will have an equal number of boys as girls. Group B will then be exposed to a violent video game. The choice of the game is based on the criteria of violence, bleeding and level of body damage by the players in the video game as ranked by Game Rating Board. The board is a public organization responsible of rating video games. The game, in this case, is Blade and Soul. Group C will be subjected to a nonviolent video game based on the same ranking board while group A will not be subjected to any form of gaming. Children will play the games for two hours in a day and for three weeks in overall. Materials Computers. To host video gaming apps. Video gaming software. Balls. To be used for a football match Measures
OBSERVATIONAL LEARNING- PROJECT PROPOSAL6 After the three weeks of gaming, the children will be exposed to a friendly and nonaggressive game, football game, and their behavioral responses noted. All the groups will play separately and their emotions and behavioral responses evaluated on a scale of 1 to 10 based on Behavioral and Emotional Rating Scales (BERS; Epstein, 2004)
OBSERVATIONAL LEARNING- PROJECT PROPOSAL7 References Bandura, A., Ross, D., & Ross, S. A. (1963). Imitation of film-mediated aggressive models.The Journal of Abnormal and Social Psychology,66(1), 3. Bandura, A., & Huston, A. C. (1961). Identification as a process of incidental learning.The Journal of Abnormal and Social Psychology,63(2), 311. Bandura, A., Ross, D., & Ross, S. A. (1961). Transmission of aggression through imitation of aggressive models.The Journal of Abnormal and Social Psychology,63(3), 575. Bandura, A., & McDonald, F. J. (1963). Influence of social reinforcement and the behavior of models in shaping children's moral judgment.The Journal of Abnormal and Social Psychology,67(3), 274. Epstein, M. H. (2004). Behavioral and emotional rating scale β second edition. Austin, TX: PRO-ED. Fraser, A. M., Padilla-Walker, L. P., Coyne, S. M., Nelson, L. J., & Stockdale, L. A. (2012). Bringing out the inner soldier: Associations between violent video games, empathy, and prosocial behavior toward three targets. Journal of Youth and Adolescence, 41(5), 636β 649. Lee, H. G. (2002). Social and psychological variables predicting violence game addiction of adolescents in the internet. The Korean Journal of Developmental Psychology, 14(4), 55β 79. Williams, D., & Skoric, M. (2005). Internet fantasy violence: A test of aggression in an online game. Communication Monographs, 72, 217β233.
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