1/22
Looks like no tags are added yet.
Name | Mastery | Learn | Test | Matching | Spaced | Call with Kai | Chat |
|---|
No analytics yet
Send a link to your students to track their progress
Response
Any action an organism does, including private thoughts. → Ex Walking, talking, or thinking.
Response Class
A group of different actions that achieve the exact same result. → Example, Greeting someone by waving, nodding, or saying "what's up".
Stimulus
Any event, condition, or item you can perceive through your senses. → Example
Stimulus Class
A group of different things that share a common feature. → Example, Types of flowers, insects, or NHL teams.
Operant Conditioning
Learning through immediate consequences. Good outcomes make you repeat the behavior; bad outcomes make you stop. → Example, A child gets an M&M after correctly matching items, so they match items more often in the future.
Respondent Conditioning
Pairing a neutral stimulus with an unconditioned stimulus until the neutral one triggers the same response on its own. → Example, Smiling when hearing a song because it was repeatedly played during a fun road trip with a friend.
Positive Reinforcement
Adding something pleasant after a behavior to make that behavior happen more in the future. →Example Trying a new food, finding it delicious, and eating it more often in the future.
Negative Reinforcement
Removing something unpleasant after a behavior to make that behavior happen more in the future. → Example Putting on sunglasses to block the harsh sun, so you put them on more often when it's sunny.
Positive Punishment
Adding something unpleasant after a behavior to make that behavior happen less in the future. →Example Sipping hot coffee and burning your tongue, causing you to wait before drinking it next time.
Negative Punishment
Taking away something pleasant after a behavior to make that behavior happen less in the future.→ Example Taking a boy's toy car away for 5 minutes after he hits his sister, leading to less hitting.
Automatic Contingencies
Behaviors that reward you directly just by doing them, without needing anyone else involved.→ Example Getting up and grabbing a drink from the fridge when you are thirsty.
Socially Mediated Contingencies
Behaviors that require another person to deliver the reward or consequence. →Example Asking a friend to fetch you a drink from the fridge when you are thirsty.
Unconditioned Reinforcers
Rewards that work naturally without needing any prior learning or experience. → Example Food, water, and oxygen.
Conditioned Reinforcers
Things that become rewarding because they have been paired with other reinforcers. →Example Toys, board games, music, or movies.
Generalized Reinforcers
Rewards that work because they have been paired with many different types of reinforcers. →Ex = Money, tokens, or social praise.
Unconditioned Punishers
Things that naturally cause discomfort or pain without needing any prior learning. →Ex = Physical pain, hunger, or loud noises.
Conditioned Punishers
Things that become punishing because they have been paired with other unpleasant events. →Ex = Snakes, spiders, or clowns.
Generalized Punishers
Things that act as punishers because they have been paired with many different types of unpleasant consequences. → Example = Disapproval, embarrassment, or written warnings.
Fixed Ratio (Reinforcement Schedule)
Giving a reward after a set, predictable number of behaviors. → Ex = High, steady response rate with a short pause right after getting the reward.
Variable Ratio (Reinforcement Schedule)
Giving a reward after an unpredictable, average number of behaviors. →Ex = Very high, steady response rate with almost no pauses.
Fixed Interval (Reinforcement Schedule)
Giving a reward for the first behavior after a fixed amount of time has passed.→ Ex = A "scallop" pattern—slow responses at first, rising rapidly right before the time is up.
Variable Interval (Reinforcement Schedule)
Giving a reward for the first behavior after an unpredictable amount of time has passed. → Ex= A steady, continuous response rate with almost no pauses.