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Applied dimension
interventions that address behaviors that are socially significant
Behavioral dimension
Target behaviors must be observable and measurable
Analytic dimension
A specific intervention caused a behavior change (not by random chance)
Technological dimension
Interventions must be clearly described so that others can understand and implement them
Effective dimension
Interventions must produce significant and socially meaningful improvements in behavior
Generality dimension
Interventions should be designed so behavior changes can be maintained across time and transferred into different environments and circumstances
Conceptually systematic dimension
Interventions are consistent with concepts and theories of behavior analysis
What does ABA stand for?
Applied behavior analysis
Operant conditioning
Pairing a behavior with a consequence
Classical conditioning
Learning that involves associating a neutral stimulus with a stimulus that naturally produces a response
Instrumental/voluntary behavior
When Edward Thorndike studied problem-solving behavior of kittens, dogs, and chicks who were escaping from an enclosure
Behaviorism
John Watson's theory defining psychology as the science of behavior
Verbal behavior
Language is a behavior influenced by its consequence
Early Intensive Behavioral Intervention (EIBI)
Highly structured and intensive teaching to reduce symptoms of Autism and increase skills
How is ABA used for those with intellectual disabilities?
Helps them learn how to use socially acceptable behaviors, help them get their needs met, and reduce behaviors that can negatively affect/limit their options in the world
Cultural humility
Recognizing and respecting the different cultural backgrounds of clients and their families
Assent
When clients voluntarily agree to participate in interventions
Important parts of assent
- Voluntary participation
- Understanding
- Communication and respect
- Ongoing assent
- Nonverbal cues
Reinforcement
Any stimulus that will increase the chance of a behavior occurring again
Positive reinforcement
To give or add something that will likely help a behavior to occur again (ex. praise/attention, sticker added to chart)
Negative reinforcement
Removing stimulus to increase chance of behavior (ex. removing homework to increase rate of classwork completion, washing dishes to stop nagging)
Primary reinforcement
Biological needs (food, drink, shelter)
Secondary reinforcement
Something that you have learned to value (ex. money, verbal praise, sticker)
Punishment
A stimulus that follows a behavior and decreases it
Positive punishment
Adding stimulus to reduce future occurrence of behavior
Negative punishment
Removes something to reduce behavior
Extinction
Previously reinforced behavior is no longer reinforced
Extinction burst
When a problematic behavior temporarily increases before it starts to decline due to previous strong reinforcement history
Stimulus control
When a behavior is performed more frequently in the presence of a specific stimulus (ex. shutting a door signals the client to take a seat)
Motivating operations (MOs)
Events or conditions that temporarily alter the value of a reinforcer or punisher (ex. a client being hungry would make food a more motivating reinforcer for completing a task)
Generalization
When someone can apply behaviors they learned in one setting to different settings
Discrimination
Being able to differentiate between different stimuli and respond appropriately based on the characteristics of those stimuli (ex. stopping a car when you see a stop sign, but you continue to drive if you see a yield sign)
Shaping
The process of reinforcing smaller steps to a larger target behavior
Successive approximations
Small steps in behavior, one after the other, that lead to a particular goal behavior
Chaining
Breaking a complex behavior into smaller units and linking them together to form a "chain"
Forward chaining
Teaching the first behavior in the sequence first, then gradually adding subsequent steps
Backward chaining
Starting with the last behavior in the sequence and working backward
Behavioral function
Purpose or reason behind a specific behavior
Antecedent
Events or conditions that happen before a behavior (ex. noisy lunchroom is the antecedent of the behavior of someone placing their hands over their ears)
Consequences
Anything that follows a behavior that will influence whether or not it will occur again
What are the two reasons someone engages in a behavior
Either to (1) escape a situation or (2) gain something
Differential reinforcement of incompatible behavior (DRI)
Reinforces a behavior that cannot be displayed at the same time as the undesirable behavior (ex. walking versus running, you can't do both at the same time)
Differential reinforcement of alternative behavior (DRA)
The replacement behavior is different than the problem behavior
Differential reinforcement of other behavior
Giving reinforcement for any appropriate behavior whenever a problem behavior is not displayed during a specific interval of time (ex. if a child does not throw a tantrum for two minutes, you can provide reinforcement such as sitting, speaking quietly, and playing appropriately)
Reinforcement schedules
A pattern that defines how often a desired response will be reinforced
Continuous reinforcement schedules (CRF)
Delivering a reinforcer each time a behavior is displayed (ex. giving a sticker each time someone answers a question correctly)
Fixed Ratio Schedule (FR)
Delivering a reinforcer after a certain number of times a behavior is displayed (ex. getting a reinforcer after a child picks up two toys, FR2)
Fixed interval schedule (FI)
Delivering a reinforcer after a certain amount of time has passed (ex. reward of playing a video game for 5 minutes after doing homework for 10 minutes)
Variable ratio
Delivering a reinforcer after a behavior is displayed an average number of times
Variable interval
Delivering a reinforcer after a client displays a behavior for an average amount of time
Is positive or negative reinforcement preferred?
Positive reinforcement
Tips for making reinforcement effective
- Use items the client likes
- Vary the reinforcing items so the client does not tire of any one item
- Only use items the client does not have free access to
- Make the reinforcer contingent on the specific behavior
- Give the reinforcer quickly after the behavior is displayed
- Pair tangible reinforcers with social reinforcers
Token economy
A system that provides a structure for the delivery of immediate and delayed reinforcement to modify behavior
Response cost
A punishment that works by withdrawing a reinforcer following the display of a specific undesirable behavior
Potential drawbacks of response cost
- A negative balance
- Understanding behaviors when tokens are removed
- The individual stops engaging in desired behavior
Immediacy
How soon after the behavior occurs is the reinforcement given?
Consistency
How reliable is the reinforcer being delivered contingent on the behavior?
Value of the reinforcer
Is the reinforcer important enough to the individual for them to engage in the target behavior?
Contingency
Does the reinforcer only occur when the behavior occurs?
Magnitude of reinforcement
Is the amount of reinforcer enough to match the amount of effort that the individual needs to engage in the desired behavior?
Variety of reinforcers
Are there enough different reinforcers so they can continue to be interested in whatever is available as a reinforcer?
Individualization
Are the items to be used as reinforcers being selected based on what the individual likes?
Abolishing operation
Variable that decreases a consequence's effect on behavior (ex. a snack is less reinforcing after you eat lunch)
Satiation
Getting so used to a reinforcer that their motivation to engage and access the item decreases
Establishing operation
Variable that increases the consequence's effect on behavior (ex. if you haven't eaten in a few hours, food becomes more valuable)
Deprivation
When a person has not had frequent access to the item but wants said item
Matching law
Behavior that will likely be displayed matches the amount of reinforcement that is available for that behavior
Goal of preference assessments
Help determine which items, activities, or experiences a person enjoys and might work as reinforcers
Indirect preference assessment
Gathering information from other sources or observations of child's actions to figure out a person's preference for items.
Indirect observational preference assessment
Casually observing the client as they interact with stimuli in their natural environment
Direct preference assessments (stimulus preference assessments)
Presenting different stimuli to clients to determine which ones are reinforcing
Free Operant Preference Assessment
Observing and timing how long a client engages with an item or items without interruptions
Single Stimulus Preference Assessment
Presenting the learner with one stimulus at a time and recording the level of engagement with each item.
Paired Stimulus Preference Assessment
Two items are presented each trial and the child is asked to make a choice.
Multiple Stimulus without Replacement (MSWO)
The chosen item is removed from the array, the placement of remaining items is rearranged, and the next trial begins with a reduced number of items in the array
Multiple Stimulus with Replacement (MSW)
All stimuli are presented on every trial (if an item is selected, it's put back into the array and available again on the next trial)
Discrete trials (DTI)
A small, highly structured unit of instruction consisting of a short instruction, a response from a learner, and feedback tied to the response.
Steps of discrete trial
1. The instruction (discriminative stimulus)
2. Response (from client)
3. Consequence (from RBT)
Discriminative Stimulus (SD)
A stimulus that elicits a response after association with reinforcement
Response (in a discrete trial)
What the learner does after a discriminative stimulus is delivered
How long do you wait for a client to respond?
3 seconds
Two types of consequences after a response (DTI)
1. Reinforcement (if correct)
2. (Corrective) Response (if incorrect)
Pacing
Speed and rhythm at which an instructor delivers instructions, prompts, and reinforcements to a learner
Prompting
Cues given after a direction so the client will give the correct response.
Momentum
Techniques to help build cooperation and prevent avoidance
Inter-trial interval
Time between the end of one trial and the start of the next one
Physical prompt
Gentle physical manipulation to get the learner to give the requested response
Hand-over-hand prompt
Full physical manipulation to get the learner to give the response.
Partial physical prompt
Using a gentle "nudge" to get the learner to start a response and then backing off
Positional prompt
Moving the correct response item closer to the learner
Modeling prompt
Performing the response so the learner can imitate it
Gestural prompt
Use a hand motion or pointing to the correct response
Time delay prompt
Delivering the discriminative stimulus and waiting a few seconds for the learner to respond before providing a more intrusive prompt
Verbal prompt
Telling the learner how to respond
No-no prompt
Telling the client "no up to two times, if the incorrect response is still delivered, use a more intrusive prompt to get a correct response
Errorless learning
RBT prompts a correct response from a learner before they have a chance to select an incorrect one
Most-to-least prompting
Initially more intrusive prompt is used, in subsequent trials less intrusive ones are used
Least-to-most prompting
System that gradually increases the intrusiveness of the prompts to get a client to give a correct response
Behavior acquisition plans
Individualized plans for learners that provide goals and the procedures necessary to teach the skills associated with each goal.
Massed trials
A form of a discrete trial intervention where the same target is presented over and over again