EAB Exam 2

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Last updated 8:40 PM on 3/29/26
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79 Terms

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Discriminative Stimuli (SD)

A stimulus that signals reinforcement is available if a behavior occurs.

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Stimulus Delta (SΔ) 

A stimulus that signals reinforcement is NOT available. 

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Sdp (Discriminative Stimulus for Punishment) 

A stimulus that signals a behavior will be punished. 

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Operant Chamber

A controlled environment (Skinner box) used to study behavior. 

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Operant Rate

How often a behavior happens over a certain amount of time.

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Latency

The time between a stimulus and the start of a response.

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Premack Principle

A more preferred behavior can reinforce a less preferred behavior. (“First do this → then you get to do what you like”)

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Operant Responses

Voluntary, controlled by consequences 

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Reflexive Responses

Automatic, controlled by stimuli 

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Elicited

Caused by a stimulus (reflex) 

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Emitted

Produced voluntarily (operant) 

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Three-Term Contingency

Antecedent (A): what happens before, Behavior (B): the action, Consequence (C): what happens after

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Consequence

A stimulus change that follows a behavior and affects its future occurrence. 

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Antecedent

A stimulus that occurs before a behavior.

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Phylogenic Behavior

Innate behavior shaped by evolution (not learned). 

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Positive Reinforcement (PR)

Add stimulus → behavior increases 

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Negative Reinforcement (NR)

Remove stimulus → behavior increases 

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Positive Punishment (PP) 

Add stimulus → behavior decreases 

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Negative Punishment (NP) 

Remove stimulus → behavior decreases 

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Unconditioned Reinforcer 

Naturally reinforcing (food, water) 

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Unconditioned Punisher 

Naturally punishing (pain) 

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Generalization 

When behavior occurs in similar situations 

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Generalized Reinforcers 

Reinforcers effective in many conditions (money) 

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Generalized Punisher 

Punisher effective across many situations 

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Conditioned Reinforcer 

Learned reinforcer (grades, money) 

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Conditioned Punisher 

Learned punisher (fines, bad grades) 

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Tangible reinforcer

Physical item you can touch that increases behavior. 

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Operant Extinction 

Stopping reinforcement → behavior decreases 

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Extinction Burst 

Temporary increase in behavior when reinforcement stops 

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Resistance to Extinction 

How persistent behavior is during extinction 

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Extinction-Induced Variability 

New behaviors occur when reinforcement stops (Behavior used to be reinforced → reinforcement stops → you try different forms of the behavior to see what works)

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Reinstatement 

When a behavior that had decreased during extinction comes back after the reinforcement is presented again.

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Emotional Response 

Frustration or aggression during extinction 

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Spontaneous Recovery 

Behavior returns after time without reinforcement 

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Topography

What behavior looks like

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Function

Why it happens

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Function Related to Reinforcement 

Behavior is maintained by its consequences (four types: SN,SP,AN,AP)

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Reinforcement is Defined Functionally 

If behavior increases → it was reinforcement 

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Automatic Reinforcement 

Behavior produces its own reinforcement 

  • Automatic PR (adds good feeling)  

  • Automatic NR (removes discomfort)  

  • Automatic Punishment (produces discomfort)  

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Social Positive Reinforcement (Social PR)

Another person adds something desirable to increase behavior. 

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Social Negative Reinforcement (Social NR) 

Another person removes something aversive to increase behavior. 

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Social Positive Punishment (Social PP) 

Another person adds something aversive to decrease behavior. 

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Social Negative Punishment (Social NP) 

Another person removes something desirable to decrease behavior. 

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Steady-State Performance 

Behavior is stable over time 

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Transition State Performance 

Behavior is changing from one level to another, but hasn’t become stable yet.

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Continuous Reinforcement (CRF)

Reinforce every response 

Effects: Fast learning and low resistance to extinction  

When to Use: Teaching new behavior  

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Intermittent Reinforcement

Reinforce some responses 

Effects: Slower learning and high resistance to extinction  

When to Use: Maintaining behavior  

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Learning delete

Continuous

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Fixed Ratio (FR) 

Reinforcement after set number of responses

Response pattern: pause then burst

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Variable Ratio (VR)

Reinforcement after unpredictable number

Response pattern: steady high rate

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Fixed Interval (FI) 

Reinforcement after fixed time 

Response pattern: scalloped pattern

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Variable Interval (VI) 

Reinforcement after varying time 

Response pattern: steady moderate

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Post Reinforcement Pause

Pause after reinforcement (FR) 

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Limited-Hold Contingency 

Reinforcement available for limited time 

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Ratio Strain 

Requirements for reinforcement increase too quickly, and as a result, the behavior decreases, stops, or becomes erratic.

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Escape

Ends ongoing aversive stimulus; behavior removes something unpleasant that is already happening.

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Avoidance

Prevents aversive stimulus 

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Primary Aversive Stimulus 

Naturally unpleasant (pain) 

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Conditioned Aversive Stimulus 

Learned unpleasant stimulus 

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Important Factors of Punishment

Intensity of Punishment 
Stronger = more effective (within limits) 

Immediate Delivery 
Works better when immediate 

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Problems with Punishment

Doesn’t teach new behavior, may cause fear/aggression, and behavior may return  

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Better Approach 

Use reinforcement for correct behavior + minimal punishment 

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Positive Practice 

Practice correct behavior repeatedly 

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Restitution 

Behavioral consequence where a person is required to fix or repair the damage caused by their behavior, in order to reduce future misbehavior.

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Extinction vs Negative Punishment

Extinction = stop reinforcement  

Negative punishment = remove reinforcer

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Stimulus Control 

Behavior occurs more often in presence of SD because that stimulus has been reliably associated with reinforcement.

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Differential Response 

Respond differently depending on stimulus 

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Multiple Schedule 

Different schedules alternate with different stimuli 

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Compound Schedules 

Two or more schedules combined 

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Superstitious Behavior 

Behavior reinforced by accident 

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Discrimination vs Generalization delete

Discrimination = tell difference 
Generalization = respond similarly 

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Generalization Gradient 

More similar stimulus → the more likely you respond the same way/stronger response 

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Matching-to-Sample 

Choose stimulus that matches sample 

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Conditional Discrimination 

Correct response depends on another stimulus; instruction

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Differential Reinforcement 

Reinforce one behavior, not others 

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Response Chains 

A sequence of behaviors where each step produces a signal for the next behavior, and the final step produces reinforcement.

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Matching Relation 

Behavior matches reinforcement rates (More reinforcement for an option = more responding to that option)

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Relative Rate of Response 

Proportion of responses for one option; how often one behavior happens compared to another behavior

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Relative Rate of Reinforcement 

Proportion of reinforcement from one option 

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