Operant Behavior and Reinforcement Schedules in Psychology

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46 Terms

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Operant behavior (definition)

Behavior influenced by its consequences; most everyday behaviors we care about (dieting, exercise, studying) are operants.

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Ways to influence operant behavior

1) Reinforce desired behavior (primary/conditioned; positive/negative; intrinsic). 2) Extinguish problem behavior by removing reinforcers. 3) Differential reinforcement - extinguish problem behavior while reinforcing an alternative. 4) Shaping - reinforce successive approximations.

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Motivation (behavior-analytic view)

Not "willpower" or "desire"; instead, motivation = reinforcer efficacy at a given time, altered by environmental or biological variables.

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Motivating Operation (MO)

An antecedent variable that changes (a) the value of a reinforcer and (b) the current frequency of behavior that has produced that reinforcer in the past.

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Establishing Operation (EO)

Increases the value/effectiveness of a reinforcer and evokes behavior that has produced it (e.g., food deprivation increases the value of food and food-seeking).

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Abolishing Operation (AO)

Decreases the value/effectiveness of a reinforcer and abates behavior that has produced it (e.g., satiation or winning the lottery reducing work-maintained behavior).

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Simple ways to increase 'motivation'

Introduce a mild EO (e.g., brief deprivation) and limit noncontingent access to the reinforcer or close substitutes (AO control).

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Identifying reinforcers

Use reinforcer surveys and stimulus preference assessments; look for stimuli that already maintain high-probability behavior (Premack principle).

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Premack principle

Access to a high-probability behavior (e.g., running on a wheel) can function as a reinforcer for a low-probability behavior; response hierarchy matters.

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Breakpoint (progressive-ratio)

The highest response requirement completed to obtain a reinforcer; a measure of reinforcer efficacy (higher breakpoint = stronger reinforcer).

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Four dimensions of effective reinforcers - Contingency

Reinforcer must depend on the target response (If R → Then SR); noncontingent delivery weakens control and can impede learning.

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Four dimensions - Size

Larger reinforcers generally increase behavior; reducing reinforcer size can decrease dangerous behavior (clinical/safety applications).

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Four dimensions - Quality

Subjective value to the individual; higher-quality reinforcers maintain higher response rates.

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Four dimensions - Immediacy

The shorter the delay from response to reinforcer, the stronger the control; immediate delivery is best for acquisition and maintenance.

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Habit (operant)

An operant evoked by antecedent stimuli that persists despite an AO for the reinforcer (e.g., brushing teeth when seeing toothbrush).

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Habit formation (procedure)

1) Identify antecedents that occasion bad habits; 2) Replace them with antecedents for good habits; 3) Set easy initial goals; 4) Ensure contact with reinforcers; 5) Gradually increase goals (shaping).

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Four consequence types (operant)

Positive reinforcement (+SR): add stimulus ↑ behavior; Negative reinforcement (SR−): remove stimulus ↑ behavior; Positive punishment (SP+): add stimulus ↓ behavior; Negative punishment (SP−): remove stimulus ↓ behavior.

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Punishment (functional definition)

A consequence that decreases the future probability of the behavior it follows; defined by effect, not form or intent.

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Punishment is natural

Everyday examples: stub toe → less shuffling; wrong ping-pong angle → miss → change swing; hot coffee burn → slower first sip.

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Distinguishing reinforcement vs punishment in practice

If "No spitting!" leads to less spitting → punishment; if it leads to more → reinforcement (attention); if ignoring leads to stop → extinction.

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Why 'justice' can reinforce tattling

Seeing a perpetrator punished may function as a reinforcer for tattling/complaint behavior (cooperation hypothesis).

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Would anyone consent to punishment?

Yes—when paired with function-based reinforcement (e.g., FCT + punishment often chosen over FCT alone).

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Use punishment effectively (meta)

Used well, it's needed rarely; used poorly, it's needed constantly.

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Six characteristics of effective punishment - 1) Focus on reinforcement first

Identify and address reinforcers maintaining problem behavior (access to tangibles, attention, escape, automatic).

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Six characteristics - 2) Combine with extinction or differential reinforcement

Block/withhold the reinforcer for problem behavior while reinforcing an alternative response.

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Six characteristics - 3) Deliver immediately

Minimize delay between behavior and punisher to strengthen the relation.

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Six characteristics - 4) Deliver contingently

Punisher follows only the target behavior — no noncontingent delivery.

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Six characteristics - 5) Punish every time (during treatment)

High consistency required initially; sporadic delivery weakens effects and creates resistance.

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Six characteristics - 6) Goldilocks intensity

Intensity must be sufficient to suppress without excess; too weak → persistence; too strong → side effects/ethical issues.

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Primary vs conditioned punishers

Primary (unconditioned) = innately aversive; Conditioned = acquire aversive value via pairing (Pavlovian principles).

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Timeout from positive reinforcement (definition)

A form of negative punishment: contingent removal from a reinforcing environment/situation.

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Timeout guidelines - what makes it 'time OUT'?

Must be from positive reinforcement; deliver whenever the punishable behavior occurs (or one brief warning); end within 5 minutes regardless of behavior.

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Negative punishment examples (adults)

Sin taxes, parking fines, sports penalties — effective only if they reduce target behaviors; if not, revise contingencies.

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Caveat for parents/teachers

If punishment is overused or noncontingent, you become a generalized conditioned punisher; children behave only under your watch and pair you with fear — prioritize reinforcement.

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Simple vs complex contingencies

Simple: If one response → one reinforcer. Complex (schedules): If multiple responses and/or time → reinforcer.

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Schedules of reinforcement (definition)

Formal IF→THEN rules specifying how responses and time relate to reinforcer delivery (Ferster & Skinner, 1957).

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Ratio vs interval schedules

Ratio: depends on number of responses. Interval: reinforcer available after time passes, then one response produces it.

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Fixed Ratio (FR)

A fixed number of responses required (FR 1, FR 2, FR 10 ...). Produces high-rate runs with post-reinforcement pauses (PRPs) that grow with larger ratios.

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Variable Ratio (VR)

An unpredictable number of responses on average (VR 36). Produces high, steady responding with minimal PRP; often maintains more behavior than FR; used in games & gambling.

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Cumulative record patterns (FR vs VR)

FR: "step-like" due to PRPs; VR: steady slope with little pausing; both end each run with a reinforcer.

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Post-reinforcement pause (PRP)

Pause after a reinforcer before next response run; pronounced under high FR; humans often show PRPs as procrastination.

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Workplace applications of ratio schedules

Pay-for-performance can reduce bias but needs monitoring to prevent cheating and manage behavior patterns (e.g., PRPs).

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Fixed Interval (FI)

First response after a fixed time interval produces the reinforcer; classic "scallop" pattern - PRP then acceleration; responses before interval elapses are wasted.

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Variable Interval (VI)

First response after variable time intervals produces the reinforcer; yields moderate, steady "checking" behavior (fishing, quality control, radio call-ins).

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Interval schedules and timing

FI patterns diagnose timing: highly efficient (perfect timing) vs inefficient (poor timing) vs scalloped (intermediate).

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Applied note - vigilance (TSA example)

If VI too long, misses occur; schedules and even nonhuman observers (pigeons) can be optimized for detection tasks; pigeons show strong visual discrimination.