Operant Conditioning Overview

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These flashcards cover key concepts and vocabulary related to operant conditioning and its principles.

Last updated 3:15 PM on 3/31/26
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100 Terms

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Operant Conditioning

Learning where behavior is influenced by consequences.

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Operant Behaviors

Behaviors shaped by their consequences.

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Thorndike’s Law of Effect

Behaviors with good outcomes are strengthened; bad outcomes are weakened.

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Skinner’s Contribution

Selection by consequences.

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Skinner Box

Chamber used to study operant conditioning.

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Response

A behavior that produces a consequence.

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Consequence

Outcome that increases or decreases behavior.

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Discriminative Stimulus (SD)

Signal that a behavior will be reinforced.

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Operant Behavior

Voluntary behavior that is emitted.

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Reinforcer

Strengthens behavior.

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Punisher

Weakens behavior.

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Three-Term Contingency

SD → Behavior → Consequence.

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SDP

Signal that punishment will occur.

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Respondent vs Operant Behavior

Respondent = reflexive; operant = voluntary.

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Positive Reinforcement

Add something → behavior increases.

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Negative Reinforcement

Remove something → behavior increases.

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Positive Punishment

Add something → behavior decreases.

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Negative Punishment

Remove something → behavior decreases.

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Key Question for Contingencies

Is something added/removed and does behavior increase/decrease?

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SR+ Example

Work → get paid.

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SR- Example

Take medicine → pain goes away.

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SP+ Example

Touch stove → get burned.

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SP- Example

Lose phone privileges.

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Immediate vs Delayed Reinforcement

Immediate is more effective.

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Primary Reinforcer

Innate (food, water).

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Secondary Reinforcer

Learned (money).

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Generalized Reinforcer

Linked to many reinforcers (money).

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Intrinsic Reinforcement

Enjoyment of behavior itself.

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Extrinsic Reinforcement

External reward.

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Shaping

Reinforcing steps toward a behavior.

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Schedule of Reinforcement

Rule for when reinforcement occurs.

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Continuous Reinforcement (CRF)

Every response reinforced.

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Intermittent Reinforcement

Only some responses reinforced.

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Why Use CRF?

To teach new behavior.

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Why Use Intermittent?

Behavior lasts longer.

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Fixed Ratio (FR)

Reinforcement after set number of responses.

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FR Example

Get paid after 10 tasks.

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FR Pattern

High response + pause.

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Ratio Strain

Too demanding → behavior drops.

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Variable Ratio (VR)

Unpredictable number of responses.

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VR Example

Gambling.

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VR Pattern

High steady responding.

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Most Resistant Schedule

Variable ratio.

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Fixed Interval (FI)

First response after fixed time.

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FI Example

Weekly paycheck.

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FI Pattern

Scalloped responding.

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Variable Interval (VI)

First response after varying time.

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VI Example

Checking email.

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VI Pattern

Moderate steady responding.

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Ratio vs Interval Schedules

Ratio = faster responding.

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Fixed vs Variable Schedules

Fixed = pauses; variable = steady.

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Dense Schedule

Easy to get reinforcement.

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Lean Schedule

Hard to get reinforcement.

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Duration Schedule

Reinforcement for continuous behavior.

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DRH

Reinforce fast responding.

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DRL

Reinforce slow responding.

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DRP

Reinforce moderate pace.

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Noncontingent Reinforcement

Reinforcement not tied to behavior.

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Chained Schedule

Sequence of behaviors.

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Goal Gradient Effect

Faster responding near reward.

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Drive Reduction Theory

Reinforcement reduces biological needs.

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Limitation of Drive Theory

Doesn’t explain non-biological rewards.

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Incentive Motivation

Motivation from reward itself.

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Premack Principle

High-prob behavior reinforces low-prob behavior.

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Premack Example

Do homework → play games.

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Response Deprivation Hypothesis

Restricted behavior becomes reinforcing.

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Bliss Point

Preferred level of activity.

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Behavioral Bliss Point Approach

People try to maximize reinforcement.

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When Bliss Point is Blocked

Behavior shifts to get close to it.

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Key Idea of Theories

Reinforcement depends on context and access.

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Extinction

Stopping reinforcement → behavior decreases.

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What Happens During Extinction?

Behavior declines.

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Extinction Burst

Temporary increase in behavior.

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Emotional Response in Extinction

Frustration/aggression.

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Depression-like Effect

Reduced activity.

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Resistance to Extinction

How long behavior persists.

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Partial Reinforcement Effect

Intermittent → harder to extinguish.

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Reinforcement History Effect

More reinforcement = more persistence.

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Magnitude Effect

Bigger reward = more persistence.

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Deprivation Effect

More need = more persistence.

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Spontaneous Recovery

Behavior returns after break.

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DRO

Reinforce other behaviors.

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Functional Communication Training

Teach appropriate communication.

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Stimulus Control

Behavior occurs only in presence of SD.

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Stimulus Generalization

Responding to similar stimuli.

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Generalization Gradient

Response strength based on similarity.

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Stimulus Discrimination

Respond differently to stimuli.

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S∆

Signal no reinforcement.

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Peak Shift Effect

Strongest response shifts away from S∆.

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Errorless Discrimination

Gradual training to avoid mistakes.

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Escape Behavior

Ends an aversive stimulus.

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Avoidance Behavior

Prevents an aversive stimulus.

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Two-Process Theory

Classical fear + operant avoidance.

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Why is Avoidance Persistent?

Prevents extinction of fear.

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Avoidance in Phobias

Avoidance reduces exposure → maintains fear.

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OCD Explanation

Compulsions reduce anxiety (negative reinforcement).

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ERP Therapy

Expose without allowing avoidance.

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Punishment

Weakens behavior.

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Time-out

Loss of access to reinforcement.

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Learned Helplessness

Giving up after uncontrollable events.

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