study aba B modules

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Last updated 1:34 AM on 10/5/26
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23 Terms

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Response

Any action an organism does, including private thoughts. → Ex Walking, talking, or thinking.

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Response Class

A group of different actions that achieve the exact same result. → Example, Greeting someone by waving, nodding, or saying "what's up".

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Stimulus

Any event, condition, or item you can perceive through your senses. → Example

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Stimulus Class

A group of different things that share a common feature. → Example, Types of flowers, insects, or NHL teams.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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Unconditioned Reinforcers

Rewards that work naturally without needing any prior learning or experience. → Example Food, water, and oxygen.

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Conditioned Reinforcers

Things that become rewarding because they have been paired with other reinforcers. →Example Toys, board games, music, or movies.

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Generalized Reinforcers

Rewards that work because they have been paired with many different types of reinforcers. →Ex = Money, tokens, or social praise.

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Unconditioned Punishers

Things that naturally cause discomfort or pain without needing any prior learning. →Ex = Physical pain, hunger, or loud noises.

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Conditioned Punishers

Things that become punishing because they have been paired with other unpleasant events. →Ex = Snakes, spiders, or clowns.

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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.

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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.

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Variable Ratio (Reinforcement Schedule)

Giving a reward after an unpredictable, average number of behaviors. →Ex = Very high, steady response rate with almost no pauses.

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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.

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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.

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