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Discrimination Training
Teaching a learner to respond differently to various stimuli based on which stimulus is present; reinforcement occurs in the presence of one stimulus but not others.
Stimulus
Any event or object in the environment that can be detected by the senses and may influence behavior.
Discriminative Stimulus (SD)
A stimulus that signals reinforcement is available for a specific behavior (e.g., "point to number 1" - touching "1" produces reinforcement).
S-Delta (SΔ)
A stimulus in the presence of which a behavior is not reinforced (e.g., touching the wrong card results in no reinforcement).
Stimulus Control
When a behavior occurs more often in the presence of a particular stimulus than others because that stimulus signals reinforcement is available.
Stimulus Control Transfer
The process of shifting control of a behavior from one stimulus (often a prompt) to another (the natural SD).
Prompt
A hint, cue, or assistance given to encourage the correct response when teaching a new behavior.
Prompt Fading
Gradually removing or reducing prompts until the learner can perform the skill independently under the natural SD.
Least-to-Most Prompting
Starting with minimal assistance and increasing prompt intensity only if needed.
Most-to-Least Prompting
Starting with a strong prompt and gradually reducing intrusiveness as the learner gains independence.
Inadvertent Prompting (Accidental Prompting)
Accidentally giving unintentional cues that guide the learner's response (e.g., moving your hand when saying "sit," so the learner responds to your hand movement instead of the verbal cue).
Generalization
When a learned skill or behavior occurs in different settings, with different people, or using different materials beyond the original teaching environment.
Maintenance
Continuing to demonstrate a previously learned skill over time, even after formal teaching has stopped.
Stimulus Generalization
Responding correctly to stimuli that are similar to the original SD (e.g., labeling "dog" correctly when seeing different dog breeds).
Response Generalization
Producing variations of a learned behavior that achieve the same outcome (e.g., saying "bye," "goodbye," or "see you later").
Shaping
Teaching a new behavior by reinforcing successive approximations (closer and closer versions) of the desired behavior until the final behavior is achieved.
Successive Approximations
Gradual steps toward the target behavior that are reinforced during shaping.
Conditioned Reinforcer
A previously neutral stimulus that becomes reinforcing through pairing with an unconditioned reinforcer (e.g., clicker paired with food during dog training).
Unconditioned Reinforcer
A stimulus that is naturally reinforcing without prior learning (e.g., food, warmth).
Token Economy
A behavior modification system where tokens (points, stickers, etc.) are earned for target behaviors and later exchanged for backup reinforcers.
Token
A conditioned reinforcer that represents a unit of value and can be exchanged for a backup reinforcer (e.g., stars, points, fake money).
Backup Reinforcer
The actual item or activity that tokens can be exchanged for (e.g., toy, snack, activity, privilege).
Target Behavior
The specific behavior identified for reinforcement in a token economy system.
Earning System
The method for delivering tokens when the learner demonstrates the target behavior (e.g., one token per correct response).
Exchange System
The process for trading earned tokens for backup reinforcers at specified times or after earning a set amount.
Natural Reinforcer
A reinforcer that occurs naturally in the environment rather than being artificially arranged (e.g., praise or achieving a goal).
Flow in Token Economy
The use of tokens allows reinforcement to occur less frequently, maintaining session flow and reducing constant interruptions for rewards.
Real-World Example of Token Economy
Money functions as a token system: you earn tokens (money) for work and exchange them for backup reinforcers (goods and services).
Prompt Hierarchy (Most to Least Intrusive):
* Full Physical Prompt: Hand-over-hand guidance to complete the task.
* Partial Physical Prompt: Light physical assistance (e.g., guiding elbow or wrist).
* Model Prompt: Demonstrating the desired behavior for the learner to imitate.
* Visual Prompt: Using visual aids such as pictures, highlighted areas, or positioning cues.
* Gestural Prompt: Gesturing or pointing toward the correct response.
* Verbal Prompt: Giving a verbal hint or reminder (e.g., saying "car" before the learner responds).