Memory and Learning Part
Memory and Learning Part
Chapter 9 Part 2
Learning, Memory and product Positioning
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Recap Part 1
• Learning
• Perceptual System – Exposure and attention
• Short-term memory – interpretation and transfer
• Long-term memory – Storage and retrieval
• LTM = semantic memory + episodic memory
• Memory Structure – Schema
• Nodes + relationship (Schematic diagram)
• Learning types (high involvement situation vs low involvement
situation)
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Learning Under High and Low Involvement
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Operant Conditioning
• Operant Conditioning
• Learning in which a voluntary
response is strengthened or
weakened, depending on its
favorable or unfavorable
consequences
• Operant means involving the
modification of behavior by the
reinforcing or inhibiting effect of its
own consequences.
• B.F. Skinner
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Learning Under High and Low Involvement
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Learning Under High and Low Involvement
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Operant conditioning is used by marketers.
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Learning Under High and Low Involvement
Cognitive Learning
2. Vicarious Learning/Modeling
3. Analytical Reasoning
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Learning a concept or the association between two or more concepts in the absence
of conditioning is known as iconic rote learning. Notice the distinction from
conditioning in that there is neither an unconditioned stimulus (classical) nor a direct
reward or reinforcement (operant) involved. Also, it is important to point out that
unlike more complex forms of cognitive learning, iconic rote learning generally
involves considerably less cognitive effort and elaboration.23 A substantial amount of
low-involvement learning involves iconic rote learning. Numerous repetitions of a
simple message that occur as the consumer scans the environment may result in the
essence of the message being learned. Through iconic rote learning, consumers may
form beliefs about the characteristics or attributes of products without being aware
of the source of the information. When the need arises, a purchase may be made
based on those beliefs
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Vicarious Learning or Modeling
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Analytical Reasoning
Individuals engage in creative
thinking to restructure and
recombine existing information as
well as new information to form new
associations and concepts.
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Learning to Generalize and
Differentiate
• Stimulus Discrimination
• Stimulus Generalization
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Learning, Memory, and Retrieval
Marketers want consumers to learn and remember positive features, feelings, and behaviors associated
with their brands.
Likelihood of Forgetting and rate of forgetting
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Learning, Memory, and Retrieval
Strength of Learning
Memory Interference
Response Environment
9-15
One factor is strength of learning. The stronger the original learning (e.g., of nodes
and links between nodes), the more likely relevant information will be retrieved when
required. Strength of learning is enhanced by six factors: importance, message
involvement, mood, reinforcement, repetition, and dual coding.
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Learning, Memory, and Retrieval
Strength of Learning
Importance refers to the value that consumers place on the information to be learned. Importance might be
driven by inherent interest in the product or brand, or by the need to make a decision in the near future. The
more important it is for the individual to learn a particular behavior or piece of information, the more effective
and efficient he or she becomes in the learning process. This is largely due to the greater elaborative activities
involved in fully processing and categorizing the material.
Message Involvement When a consumer is not motivated to learn the material, processing can be increased by
causing the person to become involved with the message itself. Self-referencing indicates that consumers are
relating brand information to themselves. The “self ” is a powerful memory schema, and integrating brand
information into this schema enhances learning and memory.
Mood A positive mood during the presentation of information such as brand names enhances learning. A
positive mood during the reception of information appears to enhance its relational elaboration—it is compared
with and evaluated against more categories. This produces a more complete and stronger set of linkages among a
variety of other brands and concepts, which in turn enhances retrieval (access to the information)
Reinforcement Anything that increases the likelihood that a given response will be repeated in the future is
considered reinforcement. While learning frequently occurs in the absence of reinforcement, reinforcement has a
significant impact on the speed at which learning occurs and the duration of its effect
A positive reinforcement is a pleasant or desired consequence
A negative reinforcement involves the removal or the avoidance of an
unpleasant consequence
Repetition enhances learning and memory by increasing the accessibility of information in memory or by
strengthening the associative linkages between concepts. Quite simply, the more times people are exposed to
information or engage in a behavior, the more likely they are to learn and remember i
Too much repetition can cause consumers to actively shut out the message, evaluate it negatively, or disregard it,
an effect called advertising wearout
Any time it is important to produce widespread knowledge of the
product rapidly, such as during a new-product introduction, frequent
(close together) repetitions should be used. This is referred to as pulsing
Dual Coding Consumers can store (code) information in different ways. Storing the same information in
different ways (dual coding) results in more internal pathways (associative links) for retrieving information. This in
turn can increase learning and memory.
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Learning, Memory, and Retrieval
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