Ultimate BEHV 2700 Midterm Master Guide

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These flashcards cover the key concepts and terminology related to behavioral research, focusing on principles of behavior analysis, experimental designs, and conditioning processes.

Last updated 7:10 PM on 3/5/26
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39 Terms

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Empiricism

Knowledge gained through observation and experience (basis of behavior analysis).

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Dependent Variable

The behavior being measured in a study.

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Independent Variable

The environmental factors that are manipulated during an experiment.

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Falsifiable Hypotheses

Hypotheses that can be proven wrong through experimentation.

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Correlational Relationship

A relationship where two variables may change together, but one does not necessarily cause the other.

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Group Design

An experimental design that involves random assignment of participants to different conditions.

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Single-Subject Design

An experimental design focusing on individual participants, allowing for control comparisons within the same individual.

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Comparison Design (A-B)

A simple baseline followed by treatment design, though limited by potential confounding variables.

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Reversal Design (A-B-A)

An experimental design that alternates between baseline and treatment then back to baseline to prove functional relations.

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Generalization

Occurs when a new stimulus similar to the original evokes the same response.

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Operant Antecedent Stimuli

Environmental signals that trigger voluntary actions based on past experiences.

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Continuous Reinforcement

Reinforcing every instance of a behavior, typically used in initial learning phases.

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Intermittent Reinforcement

Reinforcing some responses, useful for maintaining behavior.

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Phylogeny

Innate, unlearned behavior that is genetically driven.

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Pavlovian Conditioning

A learning process that involves creating associations between a stimulus and a response.

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Extinction (Pavlovian)

The decreased response to a conditioned stimulus after repeated presentation without the unconditioned stimulus.

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Multiple Baseline

Staggers the start of treatment across different people, behaviors, or settings

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Alternating Treatments

Rapidly swapping two or more conditions to see which is more effective. Used to compare interventions or test hypotheses about why behavior is occurring. (Two-lined graph)

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Reversal Design (A-B-A-B)

An experimental design that alternates from baseline to treatment, then to baseline again, then back to final treatment

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Three-term Contingency

Antecedent (A) → Behavior (B) → Consequence (C)

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Discriminative Stimulus (SD)

An antecedent stimulus that can evoke a specific operant response because the individual has learned that when the SD is present, that response WILL be reinforced

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SD Three components

It’s learned, It evokes a specific operant response, that response has to be reinforced in its presence

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S-Delta ()

An antecedent stimulus that decreases a specific operant response because the individual has learned that when the SΔ is present, that response WILL NOT be reinforced.

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Discriminative Stimulus for Punishment (SDp)

An antecedent stimulus that decreases a specific operant response because the individual has learned that when the SDp is present, that response will be PUNISHED.

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Discrimination Training

Reinforcing a response in the presence of SD and placing it on extinction in .

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Respondent Antecedent Stimuli

biological triggers that automatically elicit reflexes.

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Tight Stimulus Control

Behavior only occurs in the presence of the SD and is suppressed in the SΔ, has a narrow generalization gradient

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<p>Fixed Ratio (FR)</p>

Fixed Ratio (FR)

Reinforcer is delivered after fixed number of responses. Pattern: "Break and Run" (High response rate + Post-Reinforcement Pause).

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<p>Variable Ratio (VR)</p>

Variable Ratio (VR)

Reinforcer is delivered after variable number of responses. Pattern: Highest, steadiest rate (no pauses). Example: Slot machines. The more unpredictable the reinforcer, the more “lever” presses

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<p>Fixed Interval (FI)</p>

Fixed Interval (FI)

Reinforcer is delivered after the first response that occurs after a constant amount of time. Pattern: "Scallop" (Responding speeds up as the time limit nears). Organism knows the exact time the reinforcer will happen & speeds up near it

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<p><span style="background-color: transparent;"><strong><span>Variable Interval (VI)</span></strong></span></p>

Variable Interval (VI)

Reinforcer is delivered following the first response that occurs after a variable amount of time. Pattern: Low, steady rate. No reinforcement pause, Low to moderate rate of responding

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Thinning the Schedule

Gradually increasing the response requirement (e.g., going from FR1 to FR10) to make the behavior more durable.

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Elicit

For reflexes and Pavlovian responses (involuntary)

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Evoke

For operant behavior (voluntary)

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Habituation

Response decreases after repeated exposure (getting used to a noise)

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Sensitization

Response increases after exposure (getting jumpy after a scare)

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Forward Conditioning

CS presented before US. Most effective arrangement

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Backward Conditioning

US presented before CS.

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Discrimination

Only the specific CS evokes the CR

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