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These flashcards cover key concepts and vocabulary related to operant conditioning and its principles.
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Operant Conditioning
Learning where behavior is influenced by consequences.
Operant Behaviors
Behaviors shaped by their consequences.
Thorndike’s Law of Effect
Behaviors with good outcomes are strengthened; bad outcomes are weakened.
Skinner’s Contribution
Selection by consequences.
Skinner Box
Chamber used to study operant conditioning.
Response
A behavior that produces a consequence.
Consequence
Outcome that increases or decreases behavior.
Discriminative Stimulus (SD)
Signal that a behavior will be reinforced.
Operant Behavior
Voluntary behavior that is emitted.
Reinforcer
Strengthens behavior.
Punisher
Weakens behavior.
Three-Term Contingency
SD → Behavior → Consequence.
SDP
Signal that punishment will occur.
Respondent vs Operant Behavior
Respondent = reflexive; operant = voluntary.
Positive Reinforcement
Add something → behavior increases.
Negative Reinforcement
Remove something → behavior increases.
Positive Punishment
Add something → behavior decreases.
Negative Punishment
Remove something → behavior decreases.
Key Question for Contingencies
Is something added/removed and does behavior increase/decrease?
SR+ Example
Work → get paid.
SR- Example
Take medicine → pain goes away.
SP+ Example
Touch stove → get burned.
SP- Example
Lose phone privileges.
Immediate vs Delayed Reinforcement
Immediate is more effective.
Primary Reinforcer
Innate (food, water).
Secondary Reinforcer
Learned (money).
Generalized Reinforcer
Linked to many reinforcers (money).
Intrinsic Reinforcement
Enjoyment of behavior itself.
Extrinsic Reinforcement
External reward.
Shaping
Reinforcing steps toward a behavior.
Schedule of Reinforcement
Rule for when reinforcement occurs.
Continuous Reinforcement (CRF)
Every response reinforced.
Intermittent Reinforcement
Only some responses reinforced.
Why Use CRF?
To teach new behavior.
Why Use Intermittent?
Behavior lasts longer.
Fixed Ratio (FR)
Reinforcement after set number of responses.
FR Example
Get paid after 10 tasks.
FR Pattern
High response + pause.
Ratio Strain
Too demanding → behavior drops.
Variable Ratio (VR)
Unpredictable number of responses.
VR Example
Gambling.
VR Pattern
High steady responding.
Most Resistant Schedule
Variable ratio.
Fixed Interval (FI)
First response after fixed time.
FI Example
Weekly paycheck.
FI Pattern
Scalloped responding.
Variable Interval (VI)
First response after varying time.
VI Example
Checking email.
VI Pattern
Moderate steady responding.
Ratio vs Interval Schedules
Ratio = faster responding.
Fixed vs Variable Schedules
Fixed = pauses; variable = steady.
Dense Schedule
Easy to get reinforcement.
Lean Schedule
Hard to get reinforcement.
Duration Schedule
Reinforcement for continuous behavior.
DRH
Reinforce fast responding.
DRL
Reinforce slow responding.
DRP
Reinforce moderate pace.
Noncontingent Reinforcement
Reinforcement not tied to behavior.
Chained Schedule
Sequence of behaviors.
Goal Gradient Effect
Faster responding near reward.
Drive Reduction Theory
Reinforcement reduces biological needs.
Limitation of Drive Theory
Doesn’t explain non-biological rewards.
Incentive Motivation
Motivation from reward itself.
Premack Principle
High-prob behavior reinforces low-prob behavior.
Premack Example
Do homework → play games.
Response Deprivation Hypothesis
Restricted behavior becomes reinforcing.
Bliss Point
Preferred level of activity.
Behavioral Bliss Point Approach
People try to maximize reinforcement.
When Bliss Point is Blocked
Behavior shifts to get close to it.
Key Idea of Theories
Reinforcement depends on context and access.
Extinction
Stopping reinforcement → behavior decreases.
What Happens During Extinction?
Behavior declines.
Extinction Burst
Temporary increase in behavior.
Emotional Response in Extinction
Frustration/aggression.
Depression-like Effect
Reduced activity.
Resistance to Extinction
How long behavior persists.
Partial Reinforcement Effect
Intermittent → harder to extinguish.
Reinforcement History Effect
More reinforcement = more persistence.
Magnitude Effect
Bigger reward = more persistence.
Deprivation Effect
More need = more persistence.
Spontaneous Recovery
Behavior returns after break.
DRO
Reinforce other behaviors.
Functional Communication Training
Teach appropriate communication.
Stimulus Control
Behavior occurs only in presence of SD.
Stimulus Generalization
Responding to similar stimuli.
Generalization Gradient
Response strength based on similarity.
Stimulus Discrimination
Respond differently to stimuli.
S∆
Signal no reinforcement.
Peak Shift Effect
Strongest response shifts away from S∆.
Errorless Discrimination
Gradual training to avoid mistakes.
Escape Behavior
Ends an aversive stimulus.
Avoidance Behavior
Prevents an aversive stimulus.
Two-Process Theory
Classical fear + operant avoidance.
Why is Avoidance Persistent?
Prevents extinction of fear.
Avoidance in Phobias
Avoidance reduces exposure → maintains fear.
OCD Explanation
Compulsions reduce anxiety (negative reinforcement).
ERP Therapy
Expose without allowing avoidance.
Punishment
Weakens behavior.
Time-out
Loss of access to reinforcement.
Learned Helplessness
Giving up after uncontrollable events.