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Behavior
anything an organism does
Pivotal Behaviors
Behaviors that lead to new, untrained behaviors
Behavior Cusps
Behaviors that allow the learner to contact new reinforcers or additional parts of the environment.
Response
A single instance of behavior
Response Class
a group or set of responses that serve the same function/same impact on the environment
Stimulus
a change in the environment that evokes a functional reaction
Stimulus class
A group or set of stimuli that share similar characteristics
Physical/formal/feature
look/sound alike
Functional
effect behavior the same way
Temporal
when the stimulus occurs in relation to a behavior
Arbitrary
antecedent stimuli that evoke the same response, but do not resemble each other
Probing
asking a client to perform a task to assess whether they can perform the task
Respondent Conditioning (S-R)
a NS is paired with an US or CS and acquires the properties of that stimulus needed to elicit behavior
Operant Conditioning (S-R-S)
Consequences effect the future probability of a bx occurring or not occurring (evokes a response)
Reinforcement
INCREASES behavior
Punishment
DECREASES behavior
Positive Reinforcement
a stimulus presented following a response or bx that will increase or maintain that response in the future
Negative Reinforcement
a stimulus removed following a response that will increase or maintain that response in the future
Contingency
if-then statement
Automaticity
behavior is modified by consequences whether the person is aware of the consequence or not
Positive Punishment
a stimulus added following a response or bx that will decrease that response
Negative Punishment
a stimulus removed following a response that will decrease that response
Automatic
#alone produce consequences without needing another individual to change the environment
Socially mediated
The consequence is delivered through another individual
Unconditioned reinforcement
Primary reinforcers, no learning history needed
Ex. Food, water, sleep, sexual activity
Conditioned Reinforcement
A neutral stimuli that becomes a reinforcer through learning
Ex. Token boards, Money
Generalized Reinforcer
A reinforcer that has been paired with other reinforcers and can be used in a variety of contexts ex. social praise and attention
Unconditioned punishment
primary punishers, no learning history needed ex. pain, excessive heat, shock
Conditioned Punishment
a neutral stimuli that becomes a punisher through learning ex. time out, reprimands
Generalized Punisher
A punisher has been paired with other punishers and can be used in a variety of contexts
Fixed Ratio (FR)
reinforce at a set number of responses
Variable Ratio (VR)
reinforce a varying number of responses
Fixed Interval (FI)
Reinforce a response after a set amount of time
Variable Interval (VI)
reinforce a response after a varying amount of time
Non-contingent reinforcement (NCR)
Reinforcement provided simply upon passing of time
Complex schedules of reinforcement include:
Concurrent, multiple, mixed, and chained
concurrent schedule
Two or more basic schedules for two or more behaviors at the same time ex. matching law/choice
Multiple schedule
compound schedule of reinforcement consisting of 2 or more basic schedules of reinforcement that occur in an alternating, usually random sequence (has an SD)
Mixed schedule
The same as a multiple schedule except that there are no different stimuli associated with each component schedule
Chained schedule
two or more basic schedules must be met in a specific sequence before reinforcement is delivered (SD)
Operant Extinction
withholding a consequence from a previously reinforced bx
Respondent Extinction
unpairing a CS with the stimulus that it was previously paired with
Extinction
reinforcement of a previously reinforced bx is discontinued
Extinction burst
a predictable, temporary increase in the rate and intensity of a behavior when an extinction procedure is first used.
Spontaneous recovery
a sudden reemergence of a previously extinct bx
Resurgence
a extinct bx reemerges once the replacement bx is put on extinction
Response blocking
a person physically blocks as soon as the learner starts to emit a problem bx
Stimulus control
bxs and responses occur or don't occur only in the presence or more often/less often in the presence of a stimulus
Stimulus discrimination
responding one way under a specified set of antecedent conditions and not in the absence of those conditions
examples of generalization
Settings, people, materials, behaviors, time
Stimulus generalization
the same response occurs across multiple similar stimuli
Response generalization
Different behaviors with the same function occur across one stimulus
Ex. In the presence of your friend, you say "Hi", "What's up", or wave
Maintenance
the extent that a bx will continue to be displayed after all or a portion of the intervention is removed
Ways to mediate generalization and maintenance
1) multiple settings, people and stimuli in a natural context
2) use a variety of reinforcement schedules
3) teach self-management to the client
4) reinforce generalization when it happens
Motivating operation (MO)
an environmental variable that has two effects: value-altering and behavior-altering effects
Establishing operation (EO)
A motivating operation that increases the effectiveness of some stimulus, object, or event as a reinforcer. For example, food deprivation makes food an effective reinforcer.
Abolishing Operation (AO)
A motivating operation that decreases the reinforcing effectiveness of a stimulus, object, or event. For example, the reinforcing effectiveness of food is abolished as a result of food ingestion.
Evocative effect
an increases the current frequency of behavior from the same motivating operation
Abative Effect
Decreases the current frequency of bx from the same motivating operation
CMO-T
transitive; stimulus that alters the value and bx-altering effects of other stimuli ex. tool
CMO-S
surrogate; pairing process between stimuli and MO
CMO-R
reflexive; a stimulus that has systematically preceded some worsening (or improving) for the person
Rule-Governed Bx
bx that is under the control of a verbal three-term contingency or rule
Contingency shaped bx
bx is under the control of consequences
Mand
request made by a speaker that is evoked by an MO and reinforced by the requested item
Tact
the speaker labels something in the environment that is evoked by a non-verbal SD and reinforced by a GCR
Impure tact
A verbal operant involving a response that is evoked by both an MO and a nonverbal stimulus; thus, the response is part mand and part tact.
Echoic
the speaker repeats what they hear and is evoked by a verbal SD, has point-to-point correspondence, formal similarity, and is reinforced by a GCR
Intraverbal
the speaker responds to another person in conversation is evoked by a verbal SD, has no point-to-point correspondence, and may have formal similarity
Textual
Reading a sign, book,etc. (Text)
-Evoked by non-verbal SD, point-to-point correspondence, no formal similarity
-Reinforced by generalized conditioned reinforcer
-Ex. A stop sign, a page in a book
Transcription
writing down something that is spoken, evoked by a verbal SD, has point-to-point correspondence but no formal similarity
Autoclitic
Modifies other verbal behavior
Ex. "I think" "I see" "I hear" modify the phrases that come after that
Multiple Control
occurs when a single response is influenced by multiple variables or a single variable effects multiple responses
Convergent Multiple control
a single response is controlled by more than one antecedent variable
Divergent Multiple Control
a single antecedent variable controls more than one response
Emergent relation
untrained relationships between stimuli
Stimulus equivalence
ability to make untrained/derived relationships b/w two or more different stimulus
generative performance
when novel and untrained responses are demonstrated based on previously learned skills/concepts
multiple exemplar training
teaching with many different examples of the same item or activity
reflexivity
A=A, matching exact samples
Symmetry
A=B, and B=A, matching samples that aren't exact
Transitivity
A=B, B=C, then, A=C; highest level of stimulus relations
High probability request sequence
presenting the learner with multiple easy requests before presenting the difficult request
behavior momentum
an increase in the likelihood of responding after contacting reinforcement from demands that have a history of compliance with
matching law
bx is allocated to the schedule of reinforcement that is most dense
Modeling
demonstrating a skill or ability for a learner
Imitation
the learner copying a skill or ability and is evoked by a nonverbal SD, and happens immediately
Observational learning
detecting another person's bx and its consequences and using that to determine when or not to imitate the bx