Social Learning Theory, theorized by Albert Bandura, posits that people learn from one another, via observation, imitation, and modeling. The theory has often been called a bridge between behaviorist and cognitive learning theories because it encompasses attention, memory, and motivation.
In 2014, Canadian psychologist Albert Bandura was ranked number one atop a list of the Top 100 Eminent Psychologists of the Modern Era, published in the Archives of Scientific Psychology.  . Former president of the American Psychological Association, winner of numerous awards and more than sixteen honorary degrees and widely held as one of the most influential psychologists alive today, Albert Bandura is among the most prolific psychologists in history.
Summary: Psychological behaviorism (PB) holds that a person’s psychology can be explained through observable behavior.
Originators and Key Contributors: Watson first developed behaviorism, the umbrella theory that includes psychological behaviorism, in 1912. Skinner further extended the theory with his formulation of radical behaviorism. Staats has argued recently for a psychological behaviorism that emphasizes a person’s psychology and personality.
Keywords: personality, psychology, behavior, behaviorism, language, learning, cumulative learning
Summary: The phrase game reward systems describes the structure of rewards and incentives in a game that inspire intrinsic motivation in the player while also offering extrinsic rewards. Game reward systems can be modeled in non-game environments, including personal and business environments, to provide positive motivation for individuals to change their behavior.
Originators and Key Contributors: Many theories on intrinsic motivation, sense of satisfaction, and other reward concepts have been developed that form the foundation for current thinking about game reward systems. In the 1930s, B. F. Skinner explored reward schedules with pigeons, and his findings have influenced the design of reward mechanisms both inside and outside of the field of game mechanics. In their paper Game Reward Systems: Gaming Experiences and Social Meanings (2011), Hao Wang and Chuen-Tsai Sun analyze the main structural features of reward systems within videogames that have relevance outside videogames as well.
Keywords: game, variable ratio, fixed ratio, reward, intrinsic motivation, extrinsic motivation
Summary: The GOMS Model is a human information processing model that predicts what skilled users will do in seemingly unpredictable situations.
Originators and proponents: Card, Moran and Newell in 1983; Bonnie E. John and David E. Kieras in 1996.
Keywords: Goals, operators, methods, selection rules
GOMS Model (Card, Moran, and Newell)
This model is the general term for a family of human information processing techniques that attempt to model and predict user behavior. Typically used by software designers, a person’s behavior is analyzed in terms of four components:
- Goals – something that the person wants to accomplish. Can be high level (e.g. WRITE-PAPER) to low level (e.g. DELETE CHARACTER)
- Operators – basic perceptual, cognitive, or motor actions used to accomplish goals, or actions that the software allows user to make (e.g. PRESS-ENTER-KEY or CLICK-MOUSE)
- Methods – procedures (sequences) of subgoals and operators that can accomplish a goal
- Selection rules – personal rules users follow in deciding what method to use in a circumstance
One of the most validated methods in Human Computer Interaction (HCI), the GOMS model assumes expert user and well-defined tasks. It should be noted that there are various limitations to this technique, e.g.: (more…)