Emulation is a [[What are the sociocultural mechanisms of learning and how do they work?|social learning mechanism]]. The content in this note is based on Hoppitt and Lala (2013), who propose the following definition (p. 64): >Emulation occurs when, after observing a demonstrator interacting with objects in its environment, an observer becomes more likely to perform any actions that have a similar effect on those objects. In other words: The learner **copies the results of someone else's behavior** rather than the specific actions taken to achieve it. The learner observes someone else perform a task, notes the end result, and then attempts to achieve the same result, although not necessarily by using the same sequence of actions (which would be an instance of [[Imitation|imitation]]). The learner not only understands that the demonstrator's behaviors has certain consequences, but also recognizes that they can **achieve the same outcome in a different way**. For **example**, consider two children playing with building blocks. Child A observes Child B building a tower using a particular pattern of blocks. If Child A then builds a similar tower but uses a different pattern or sequence of blocks, they are emulating Child B, not imitating them. The goal (building a tower) is the same, but the specific actions taken to achieve it are different. Emulation is different from [[Observational R-S learning|observational R-S learning]] in that the observer doesn't need to witness the demonstrator being rewarded or punished in order to emulate their behavior. %% ### ChatGPT Emulation is a form of social learning where an individual learns from observing others, but unlike imitation, the focus is on replicating the outcome of the observed behavior rather than copying the specific actions taken to achieve it. In emulation, the learner observes a task being performed, notes the end result, and then attempts to achieve the same result, although not necessarily by using the same methods or sequence of actions. This contrasts with imitation, where the learner copies the precise actions of the model to achieve a goal. For example, consider two children playing with building blocks. Child A observes Child B building a tower using a particular pattern of blocks. If Child A then builds a similar tower but uses a different pattern or sequence of blocks, they are emulating Child B, not imitating them. The goal (building a tower) is the same, but the specific actions taken to achieve it are different. Emulation requires a level of problem-solving skills, as the learner must figure out their own method to reach the observed outcome. This learning mechanism can lead to innovative solutions and can be seen in many animal species, including primates and birds, as well as in humans. Emulation plays a significant role in the development of skills and behaviors and contributes to cultural evolution and the spread of innovations. %% --- Created: [[2023-06-23]] Type: #permanent Topics: [[Learning (Index)]] Related notes: - [[What are the sociocultural mechanisms of learning and how do they work?]]