- Emotional intelligence
- Cognitive control, emotions, habits and brain plasticity drives behaviour
- Brain plasticity – brain is able to continually change throughout life, less plasticity with age
- Visual and verbal cues for when they get older
- Anticipation can be reinforcer
- Don’t repeat cues
- Avoid becoming a distraction to the distraction
- Distraction stops quicker if you don’t try to interrupt – disengagement
- Neural pathway in brain linked to emotions
- Cognitive function – multiple mental abilities, including learning, thinking, reasoning, remembering, problem solving, decision making, and attention.
- Cognitive dysfunction refers to deficits in attention, verbal and nonverbal learning, short-term and working memory, visual and auditory processing, problem solving, processing speed, and motor functioning
- Nutrition, environment, health, behaviour relate to mental health
- End training on a good note
- Puppies brain function is different to adult dog
- Behavioural habits
- Create a void – say the dog’s name and wait for them to wok out what they should have been doing – accelerate thought process – have to fill a void
- Neurological pathways – series of connected neurons that send signals from one part of the brain to another, sends hormones too
- keep brain active – becomes habitual
- Habitual behaviour is an established route in the brain where neutrons fire information through
- Change habits = create new pathways
- Reactivity – get them sniffing – olfactory becomes primary sense – sends anding auditory or visual into the background
- Mental stimulation to keep brains healthy
- Depression research – when mice smelt fox urine they behaved differently
- Stillness promotes thinking – teach busy breeds stillness
- Noise therapy – get the dog to knock a cup over with food under the cup – anticipating the food, prepared for the noise – progress with intensity of noise
- Distance perception – puppies don’t have any
- Frustration tolerance – important, especially for busy dogs
- Teach dog to ask – sit to say please
- Splitting criteria – don’t set criteria too high
- Aeroplane game – vision becomes primary sense – can be used to teach ignore peripheral vision
- Create a void to stop a habit – fill the void with a different, appropriate behaviour
- default sit
- default check in
- Speed of rewards
- Anticipation
- Serotonin
- Dopamine
- sometimes oxytocin
- Reward system
- value of kibble can be increased with anticipation
- Intrinsic rewards are psychological rewards that employees get from doing meaningful work and performing it well.
- Extrinsic rewards are usually financial or tangible rewards given to employees, such as pay raises, bonuses, and benefits.
- Homones
- Serotonin
- Dopamine (stays longe than serotonin)
- Cortisol
- Oxytocin
- Endorphins
- Games
- Dogs that chase, teach them to creep – walking slowly with you, stopping when you stop.
- Find my face
- Flicking treats
- Catch treats
- Ready, steady, go
- Button to button – go from one thing to another on cue
- Button hands – treat in fist, dog has to press the hand
- Sniffari treasure hunt
- SITS – sit if you think you should – automatic sit
- Busy pee pos – hide and seek
- Don’t need to generalise the games, just need an anticipatory reflex to the cue
- Off
- powerdown
- settle
- Focus
- attention
- listening skills
- Action
- anticipation
- the B of the bang
- Counting game – ignore peripheral vision
- stand stationary
- eye contact “1…” put food on floor
- eye contact “2…” put food on floor
- eye contact “3!” put food on floor
- repeat
- stand stationary
- eye contact “1…” put food on floor
- eye contact “2…” put food on floor
- eye contact “3!” move, put food on floor
- repeat
- stand still if there are distractions, wait for eye contact
- Find my face
- eye contact, mark, treat x 4
- turn your face, dog makes eye contact, mark, treat x 4 (you can speak to them but not look at them, they have to look at you)
- Aeroplane game – ignore peripheral vision
- slow lure to dogs mouth then zoom to dog’s mouth
- graduate to slow delivery
- Ready, steady, go – CER to ‘ready’
- “ready…” treat by nose, “steady…” step away from dog, “go!” roll treat varying direction
- increase anticipation
- “ready…” treat by nose, “steady…” step away from dog, ask for behaviour, “go!” roll treat varying direction
- “ready…” treat by nose, “steady…” step away from dog, aeroplane, “go!” roll treat varying direction
- Buzzer
- reward for interest
- jackpot reward for buzzer going off
- add more noise options
- Marker – dog goes backwards before forwards – default eye contact
- dog on lead, throw marker in front, wait for eye contact, “marker”, run to marker, put treat on it, walk away
- repeat
- build up eye contact
- Recall – anticipate recall cue
- recall cue means run with me then run to me
- eye contact, recall cue, run with dog to cone, reward
- sit and wait, you move to cone, recall cue, run to next cone, dog follows, reward
- increase the distance between the cones
- ?
- show the dog the food, sit, release, food on floor
- show the dog the food, sit, fake release cues, release, food on floor
- show the dog the food, sit, fake release cues, movement, release, food on floor
- Stay ladder/stay and play – dog is stationary until released
- 2 seconds stay, release, 8 seconds play/food delivery
- 4 seconds stay, release, 6 seconds play/food delivery
- 6 seconds stay, release, 4 seconds play/food delivery
- 8 seconds stay, release, 2 seconds play/food delivery
- 10 seconds stay, release, 0 seconds play/food delivery
- Finger flicking good
- bucket of food
- sit, wait, treat(s) on floor, flick treat to dog (cover if they try and take it)
- sit, wait, treat(s) on floor, some false flicks, flick treat to dog (cover if they try and take it)
- toy
- aeroplane if they try to get the toy, if they don’t throw the toy (verbal cue get it?)
- bucket of food