Chapter 6: Operant Conditioning and Reinforcement

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Description and Tags

Vocabulary flashcards covering the key principles, historical experiments, reinforcement types, and schedules of operant conditioning from Chapter 6.

21 Terms

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Learning

The acquisition of knowledge.

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Memory

The ability to recall or retain things that have been learned in the past.

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Associative Learning

A form of learning based on the tendency of the mind to notice patterns or relationships between events.

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Classical Conditioning

A type of associative learning involving automatic, unlearned behaviors where a neutral stimulus is repeatedly paired with an unconditioned stimulus prior to a response.

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Operant Conditioning

Learning that occurs when an organism associates favorable or unfavorable consequences with its voluntary, consciously controlled actions.

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Law of Effect

E. L. Thorndike's principle stating that a behavior followed by a reward is likely to be repeated.

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E. L. Thorndike

A behaviorist who formulated the law of effect after testing the ability of cats to escape from various puzzle boxes by rewarding correct actions.

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B. F. Skinner

A behaviorist who built upon Thorndike's law of effect to train animals in specific skills using an operant chamber.

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Operant Chamber (Skinner Box)

A small experimental enclosure equipped with mechanisms like levers, food dispensers, lights, and speakers used to condition and test animal behavior.

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Reinforcement

Any event that increases or strengthens the preceding behavioral response.

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Primary Reinforcer

A stimulus or reward that naturally satisfies basic survival needs, such as food, water, safety, or affection.

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Secondary Reinforcer

A conditioned stimulus that gains reinforcing value through its association with a primary reinforcer, such as money or reward tokens.

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Shaping

The operant conditioning process of gradually using reinforcers to guide behavior closer and closer to a desired response.

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Successive Approximations

The increasingly close intermediate behaviors that are reinforced step-by-step throughout the shaping process.

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Delayed Reinforcement

The delivery of a reinforcer after a time delay following an action, requiring the organism to delay gratification for a larger future payoff.

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Walter Mischel's Marshmallow Test

An experiment testing delayed gratification in children by offering the choice between eating one marshmallow immediately or waiting to receive two.

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Positive Reinforcement

A strategy that increases or strengthens a behavior by presenting or adding a positive, pleasant stimulus after the behavior occurs.

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Negative Reinforcement

A strategy that increases or strengthens a behavior by removing or subtracting an unpleasant, aversive stimulus, thereby providing relief.

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Continuous Reinforcement

A schedule where a behavior is reinforced every single time the desired response occurs, producing the quickest learning and the quickest extinction.

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Partial (Intermittent) Reinforcement

A schedule where a behavior is reinforced only some of the time, resulting in slower learning but greater resistance to extinction.

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Fixed Ratio Schedule

A reinforcement schedule where a reward is delivered only after a specific, predetermined number of responses have been completed.