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Discriminative Stimuli (SD)
A stimulus that signals reinforcement is available if a behavior occurs.
Stimulus Delta (SΔ)
A stimulus that signals reinforcement is NOT available.
Sdp (Discriminative Stimulus for Punishment)
A stimulus that signals a behavior will be punished.
Operant Chamber
A controlled environment (Skinner box) used to study behavior.
Operant Rate
How often a behavior happens over a certain amount of time.
Latency
The time between a stimulus and the start of a response.
Premack Principle
A more preferred behavior can reinforce a less preferred behavior. (“First do this → then you get to do what you like”)
Operant Responses
Voluntary, controlled by consequences
Reflexive Responses
Automatic, controlled by stimuli
Elicited
Caused by a stimulus (reflex)
Emitted
Produced voluntarily (operant)
Three-Term Contingency
Antecedent (A): what happens before, Behavior (B): the action, Consequence (C): what happens after
Consequence
A stimulus change that follows a behavior and affects its future occurrence.
Antecedent
A stimulus that occurs before a behavior.
Phylogenic Behavior
Innate behavior shaped by evolution (not learned).
Positive Reinforcement (PR)
Add stimulus → behavior increases
Negative Reinforcement (NR)
Remove stimulus → behavior increases
Positive Punishment (PP)
Add stimulus → behavior decreases
Negative Punishment (NP)
Remove stimulus → behavior decreases
Unconditioned Reinforcer
Naturally reinforcing (food, water)
Unconditioned Punisher
Naturally punishing (pain)
Generalization
When behavior occurs in similar situations
Generalized Reinforcers
Reinforcers effective in many conditions (money)
Generalized Punisher
Punisher effective across many situations
Conditioned Reinforcer
Learned reinforcer (grades, money)
Conditioned Punisher
Learned punisher (fines, bad grades)
Tangible reinforcer
Physical item you can touch that increases behavior.
Operant Extinction
Stopping reinforcement → behavior decreases
Extinction Burst
Temporary increase in behavior when reinforcement stops
Resistance to Extinction
How persistent behavior is during extinction
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)
Reinstatement
When a behavior that had decreased during extinction comes back after the reinforcement is presented again.
Emotional Response
Frustration or aggression during extinction
Spontaneous Recovery
Behavior returns after time without reinforcement
Topography
What behavior looks like
Function
Why it happens
Function Related to Reinforcement
Behavior is maintained by its consequences (four types: SN,SP,AN,AP)
Reinforcement is Defined Functionally
If behavior increases → it was reinforcement
Automatic Reinforcement
Behavior produces its own reinforcement
Automatic PR (adds good feeling)
Automatic NR (removes discomfort)
Automatic Punishment (produces discomfort)
Social Positive Reinforcement (Social PR)
Another person adds something desirable to increase behavior.
Social Negative Reinforcement (Social NR)
Another person removes something aversive to increase behavior.
Social Positive Punishment (Social PP)
Another person adds something aversive to decrease behavior.
Social Negative Punishment (Social NP)
Another person removes something desirable to decrease behavior.
Steady-State Performance
Behavior is stable over time
Transition State Performance
Behavior is changing from one level to another, but hasn’t become stable yet.
Continuous Reinforcement (CRF)
Reinforce every response
Effects: Fast learning and low resistance to extinction
When to Use: Teaching new behavior
Intermittent Reinforcement
Reinforce some responses
Effects: Slower learning and high resistance to extinction
When to Use: Maintaining behavior
Learning delete
Continuous
Fixed Ratio (FR)
Reinforcement after set number of responses
Response pattern: pause then burst
Variable Ratio (VR)
Reinforcement after unpredictable number
Response pattern: steady high rate
Fixed Interval (FI)
Reinforcement after fixed time
Response pattern: scalloped pattern
Variable Interval (VI)
Reinforcement after varying time
Response pattern: steady moderate
Post Reinforcement Pause
Pause after reinforcement (FR)
Limited-Hold Contingency
Reinforcement available for limited time
Ratio Strain
Requirements for reinforcement increase too quickly, and as a result, the behavior decreases, stops, or becomes erratic.
Escape
Ends ongoing aversive stimulus; behavior removes something unpleasant that is already happening.
Avoidance
Prevents aversive stimulus
Primary Aversive Stimulus
Naturally unpleasant (pain)
Conditioned Aversive Stimulus
Learned unpleasant stimulus
Important Factors of Punishment
Intensity of Punishment
Stronger = more effective (within limits)
Immediate Delivery
Works better when immediate
Problems with Punishment
Doesn’t teach new behavior, may cause fear/aggression, and behavior may return
Better Approach
Use reinforcement for correct behavior + minimal punishment
Positive Practice
Practice correct behavior repeatedly
Restitution
Behavioral consequence where a person is required to fix or repair the damage caused by their behavior, in order to reduce future misbehavior.
Extinction vs Negative Punishment
Extinction = stop reinforcement
Negative punishment = remove reinforcer
Stimulus Control
Behavior occurs more often in presence of SD because that stimulus has been reliably associated with reinforcement.
Differential Response
Respond differently depending on stimulus
Multiple Schedule
Different schedules alternate with different stimuli
Compound Schedules
Two or more schedules combined
Superstitious Behavior
Behavior reinforced by accident
Discrimination vs Generalization delete
Discrimination = tell difference
Generalization = respond similarly
Generalization Gradient
More similar stimulus → the more likely you respond the same way/stronger response
Matching-to-Sample
Choose stimulus that matches sample
Conditional Discrimination
Correct response depends on another stimulus; instruction
Differential Reinforcement
Reinforce one behavior, not others
Response Chains
A sequence of behaviors where each step produces a signal for the next behavior, and the final step produces reinforcement.
Matching Relation
Behavior matches reinforcement rates (More reinforcement for an option = more responding to that option)
Relative Rate of Response
Proportion of responses for one option; how often one behavior happens compared to another behavior
Relative Rate of Reinforcement
Proportion of reinforcement from one option