Feedforward, Behavior and Cognitive Science is a method of teaching and learning that illustrates or indicates a desired future behavior or path to a goal. [1] Feedforward provides information, images, etc. exclusively about what one could do right in the future, often in contrast to what one has done in the past. The feedforward method of teaching and learning is in contrast to its opposite, feedback, concerning human behavior because it focuses on learning in the future, whereas feedback uses information from a past event to provide reflection and the basis for behaving and thinking differently. In isolation, feedback is the least effective form of instruction, according to US Department of Defense studies in the 1980s. Feedforward was coined by I. A. Richards in 1951, and applied in the behavioral and cognitive sciences in 1976 by Peter W. Dowrick in his doctoral dissertation. [2]
Feedforward in behavioral and cognitive science may be defined as "images of adaptive future behavior, hitherto not mastered"; images capable of triggering that behavior in a challenging context. Feedforward is created by restructuring current component behaviors into what appears to be a new skill or level of performance.
One concept of feedforward originated in behavioral science. Related concepts have emerged in biology, cybernetics, and management sciences. The understanding of feedforward help the understanding of brain function and rapid learning. The concept contributed to research and development of video self modeling (VSM). The most productive advances in feedforward came from its association with videos that showed adaptive behavior (see Dowrick, 1983, pp. 111, 121; 1991, pp. 110–3, 120-2, 240-1; 1999, esp. pp. 25–26). [3] [4] For example, a boy with autism role-plays squeezing a ball (stress management technique) instead of having a tantrum when his work is found imperfect by the teacher – or a selectively mute child is seen on video talking at school, by editing in footage of her talking at home (location disguised by use of a classroom backdrop). By selectively editing a video, a clip was made that demonstrated the desired behavior and allowed the children to learn from their future successes.
By reference to its historical context of VSM, it became recognized that feedforward comprised component behaviors already in the repertoire, and that it could exist in forms other than videos. In fact, feedforward exists as images in the brain, and VSM is just one of many ways to create these simulations. The videos are very short – the best are 1 or 2 minutes long, and achieve changes in behavior very rapidly. Under the right conditions, a very few viewings of these videos can produce skill acquisitions or changes in performance that typically take months and have been resistant to change by other methods. The boy with autism and the girl with selective mutism, mentioned above, are good examples. Further examples can be found in journal articles, [5] [6] [7] and on the web (e.g., in sport [8] ).
The evidence for ultra-rapid learning, built from component behaviors that are reconfigured to appear as new skills, indicates the feedforward self model mechanism existing in the brain to control our future behavior. [9] That is, if the conditions of learning are right, the brain takes pieces of existing skills, puts them together in new ways or in a different context, to produce a future image and a future response. Thus we learn from the future – more rapidly than we learn from the past. Further evidence comes from cognitive processes dubbed "mental time travel" [10] and for parts of the hippocampus etc. where they occur. [11] However, the links between these hot spots in the brain and feedforward learning have yet to be confirmed.
Feedforward concepts have become established in at least four areas of science, and they continue to spread. Feedforward often works in concert with feedback loops for guidance systems in cybernetics or self-control in biology [ citation needed ].
Feedforward in management theory enables the prediction and control of organizational behavior. [12] These concepts have developed during and since the 1990s.
Learning theory describes how students receive, process, and retain knowledge during learning. Cognitive, emotional, and environmental influences, as well as prior experience, all play a part in how understanding, or a worldview, is acquired or changed and knowledge and skills retained.
Psychology is an academic and applied discipline involving the scientific study of human mental functions and behavior. Occasionally, in addition or opposition to employing the scientific method, it also relies on symbolic interpretation and critical analysis, although these traditions have tended to be less pronounced than in other social sciences, such as sociology. Psychologists study phenomena such as perception, cognition, emotion, personality, behavior, and interpersonal relationships. Some, especially depth psychologists, also study the unconscious mind.
In psychology, cognitivism is a theoretical framework for understanding the mind that gained credence in the 1950s. The movement was a response to behaviorism, which cognitivists said neglected to explain cognition. Cognitive psychology derived its name from the Latin cognoscere, referring to knowing and information, thus cognitive psychology is an information-processing psychology derived in part from earlier traditions of the investigation of thought and problem solving.
Social learning theory is a theory of social behavior that proposes that new behaviors can be acquired by observing and imitating others. It states that learning is a cognitive process that takes place in a social context and can occur purely through observation or direct instruction, even in the absence of motor reproduction or direct reinforcement. In addition to the observation of behavior, learning also occurs through the observation of rewards and punishments, a process known as vicarious reinforcement. When a particular behavior is rewarded regularly, it will most likely persist; conversely, if a particular behavior is constantly punished, it will most likely desist. The theory expands on traditional behavioral theories, in which behavior is governed solely by reinforcements, by placing emphasis on the important roles of various internal processes in the learning individual. Albert Bandura is known for studying this theory.
Imitation is a behavior whereby an individual observes and replicates another's behavior. Imitation is also a form of that leads to the "development of traditions, and ultimately our culture. It allows for the transfer of information between individuals and down generations without the need for genetic inheritance." The word imitation can be applied in many contexts, ranging from animal training to politics. The term generally refers to conscious behavior; subconscious imitation is termed mirroring.
The psychology of learning refers to theories and research on how individuals learn. There are many theories of learning. Some take on a more behaviorist approach which focuses on inputs and reinforcements. Other approaches, such as neuroscience and social cognition, focus more on how the brain's organization and structure influence learning. Some psychological approaches, such as social constructivism, focus more on one's interaction with the environment and with others. Other theories, such as those related to motivation, like the growth mindset, focus more on individuals' perceptions of ability.
Visual processing is a term that refers to the brain's ability to use and interpret visual information from the world. The process of converting light energy into a meaningful image is a complex process that is facilitated by numerous brain structures and higher level cognitive processes.
A neural network, also called a neuronal network, is an interconnected population of neurons. Biological neural networks are studied to understand the organization and functioning of nervous systems.
Self-knowledge is a term used in psychology to describe the information that an individual draws upon when finding answers to the questions "What am I like?" and "Who am I?".
Stephen Grossberg is a cognitive scientist, theoretical and computational psychologist, neuroscientist, mathematician, biomedical engineer, and neuromorphic technologist. He is the Wang Professor of Cognitive and Neural Systems and a Professor Emeritus of Mathematics & Statistics, Psychological & Brain Sciences, and Biomedical Engineering at Boston University.
The Macy conferences were a set of meetings of scholars from various academic disciplines held in New York under the direction of Frank Fremont-Smith at the Josiah Macy Jr. Foundation starting in 1941 and ending in 1960. The explicit aim of the conferences was to promote meaningful communication across scientific disciplines, and restore unity to science. There were different sets of conferences designed to cover specific topics, for a total of 160 conferences over the 19 years this program was active; the phrase "Macy conference" does not apply only to those on cybernetics, although it is sometimes used that way informally by those familiar only with that set of events. Disciplinary isolation within medicine was viewed as particularly problematic by the Macy Foundation, and given that their mandate was to aid medical research, they decided to do something about it. Thus other topics covered in different sets of conferences included: aging, adrenal cortex, biological antioxidants, blood clotting, blood pressure, connective tissues, infancy and childhood, liver injury, metabolic interrelations, nerve impulse, problems of consciousness, and renal function.
The following outline is provided as an overview of and topical guide to thought (thinking):
Social cognitive theory (SCT), used in psychology, education, and communication, holds that portions of an individual's knowledge acquisition can be directly related to observing others within the context of social interactions, experiences, and outside media influences. This theory was advanced by Albert Bandura as an extension of his social learning theory. The theory states that when people observe a model performing a behavior and the consequences of that behavior, they remember the sequence of events and use this information to guide subsequent behaviors. Observing a model can also prompt the viewer to engage in behavior they already learned. Depending on whether people are rewarded or punished for their behavior and the outcome of the behavior, the observer may choose to replicate behavior modeled. Media provides models for a vast array of people in many different environmental settings.
In cognitive psychology, sequence learning is inherent to human ability because it is an integrated part of conscious and nonconscious learning as well as activities. Sequences of information or sequences of actions are used in various everyday tasks: "from sequencing sounds in speech, to sequencing movements in typing or playing instruments, to sequencing actions in driving an automobile." Sequence learning can be used to study skill acquisition and in studies of various groups ranging from neuropsychological patients to infants. According to Ritter and Nerb, “The order in which material is presented can strongly influence what is learned, how fast performance increases, and sometimes even whether the material is learned at all.” Sequence learning, more known and understood as a form of explicit learning, is now also being studied as a form of implicit learning as well as other forms of learning. Sequence learning can also be referred to as sequential behavior, behavior sequencing, and serial order in behavior.
Cybernetics is the transdisciplinary study of circular causal processes such as feedback and recursion, where the effects of a system's actions return as inputs to that system, influencing subsequent action. It is concerned with general principles that are relevant across multiple contexts, including in ecological, technological, economic, biological, cognitive and social systems and also in practical activities such as designing, learning, and managing. Cybernetics' transdisciplinary character has meant that it intersects with a number of other fields, leading to it having both wide influence and diverse interpretations.
Video modeling (VM) is a mode of teaching that uses video recording and display equipment to provide a visual model of the targeted behaviors or skill. In video self-modeling (VSM), individuals observe themselves performing a behavior successfully on video, and then imitate the targeted behavior. Video modeling has been used to teach many skills, including social skills, communication, and athletic performance; it has shown promise as an intervention for children with autism spectrum disorders (ASD). Important practical and theoretical questions remain largely unanswered about video modeling and other forms of video-based intervention. Video modeling has theoretical roots in the social learning theory work of Bandura (1969), which called attention to the ability to learn through observation.
Video self-modeling (VSM) is a form of observational learning in which individuals observe themselves performing a behavior successfully on video, and then imitate the targeted behavior. VSM allows individuals to view themselves being successful, acting appropriately, or performing new tasks. Peter Dowrick, a key researcher in the development of self-modeling, described two forms of VSM, feedforward and self-review. Self-review involves someone with a relatively well developed skill watching examples of best performance. A good example of this is the procedure used by Laura Wilkinson, gold medal platform diver, prior to every meet. In an interview after her gold medal performance, she was asked how she prepares for competition. She said that she watches a video that consists of her best dives along with encouragement from family and coaches. Self-review is mainly used in sports training as a form of visual imaging. Feedforward, on the other hand, is used with people who do not have a skill or when a new skill is emerging. Thus, feedforward is the method most often used in instructional or clinical settings. Because Feedforward involves new skills or behaviors performed by the viewer, it usually requires some degree of video editing to make it appear that the viewer is performing in an advanced manner. The term feedforward can be contrasted with the more traditional term feedback as it relates to receiving information about performance. Feedback allows people to see how they are doing. Feedforward allows them to see how they could be performing; a future self. Feedforward is mainly used in education and therapy circles and mainly with children with disabilities. It has been found to be especially effective with children with autism who tend to be visual learners and who seem to attend better to monitors than to live models.
Autonomous agency theory (AAT) is a viable system theory (VST) which models autonomous social complex adaptive systems. It can be used to model the relationship between an agency and its environment(s), and these may include other interactive agencies. The nature of that interaction is determined by both the agency's external and internal attributes and constraints. Internal attributes may include immanent dynamic "self" processes that drive agency change.
In neuroscience, predictive coding is a theory of brain function which postulates that the brain is constantly generating and updating a "mental model" of the environment. According to the theory, such a mental model is used to predict input signals from the senses that are then compared with the actual input signals from those senses. Predictive coding is member of a wider set of theories that follow the Bayesian brain hypothesis.
Feedforward is the provision of context of what one wants to communicate prior to that communication. In purposeful activity, feedforward creates an expectation which the actor anticipates. When expected experience occurs, this provides confirmatory feedback.
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