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Comprehensive vocabulary flashcards covering basic principles of Applied Behavior Analysis, including behavior definitions, stimulus classes, conditioning types, reinforcement schedules, verbal behavior, and complex behavioral phenomena.
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Behavior
The activity of living organisms, including everything people do, such as how they move, say, think, and feel.
Response
A specific instance or one occurrence of a behavior.
Response Topography
The physical shape or form of a behavior, such as the specific arm and finger movements used to fold a shirt.
Response Class
A group of topographically different responses that generate the same consequence or serve the same function.
Repertoire
The collection of all behaviors a person can do, often denoting skills relevant to particular settings or tasks.
Stimulus
Anything that a person can experience through their senses, including things seen, heard, smelled, felt, or tasted.
Stimulus Class
A group of antecedent stimuli that have a common effect on an operant class and tend to evoke or abate the same response class.
Formal Class
A stimulus class in which stimuli share physical features such as size, shape, weight, color, or general appearance.
Temporal Class
A stimulus class defined by when they occur with respect to a behavior of interest, categorized as antecedents or consequences.
Functional Class
A stimulus class in which stimuli share a similar effect on behavior, regardless of physical similarity.
Feature Stimulus Class
A group of stimuli that belong to the same category and share a similar physical feature, such as all things that are the color red.
Arbitrary Stimulus Class
A group of stimuli that belong to the same category but do not share common physical features, such as different sources of protein.
Respondent Behavior
Behavior that is elicited by the antecedent stimuli.
Respondent Conditioning
Occurs when a neutral stimulus is paired with an unconditioned stimulus; also known as Pavlovian or classic conditioning.
Higher-Order Conditioning
Occurs when a second conditioned stimulus becomes associated with an initial conditioned stimulus and evokes a response by itself.
Operant Behavior
Any behavior determined primarily by its history of consequences.
Operant Conditioning
The process of learning through reinforcement and punishment where behaviors are strengthened or weakened based on consequences.
Reinforcement
When a response is followed by a stimulus change that results in responses occurring more often in the future.
Positive Reinforcement
The introduction of a desirable or pleasant stimulus after a behavior that makes the behavior more likely to reoccur.
Positive Reinforcer
A stimulus whose presentation or onset functions as reinforcement.
Negative Reinforcement
The removal of an aversive stimulus after a behavior to increase the likelihood of that behavior in the future.
Negative Reinforcer
A stimulus whose termination or reduction in intensity functions as reinforcement.
Aversive Stimulus
A term used for stimulus conditions whose termination functions as reinforcement.
Punishment
When a response is followed immediately by a stimulus change that results in similar responses occurring less often.
Positive Punishment
Adding an aversive stimulus to the environment as a consequence to decrease an undesirable behavior.
Negative Punishment
Removing a desirable stimulus from the environment as a consequence to decrease an undesirable behavior.
Automatic Contingency
A contingency where behaviors produce their own consequences without another person changing the environment.
Socially Mediated Contingency
A contingency delivered in whole or in part by another person.
Unconditioned Reinforcers
Reinforcers that work without prior learning because living things are born with a biological need for them, such as food or water.
Conditioned Reinforcers
Reinforcers that become reinforcing only after a learning history and are not directly driven by biological needs.
Generalized Conditioned Reinforcers
A consequence paired with many different reinforcing consequences until it took on reinforcing properties itself, making it less susceptible to satiation.
Backup Reinforcers
Reinforcers with which a stimulus is deliberately associated to become a conditioned reinforcer.
Unconditioned Punishers
Punishment that works without prior learning, built into biology to be avoided, such as painful stimulation or extreme temperatures.
Conditioned Punishers
A previously neutral stimulus that functions as a punisher after being paired a number of times with an established punisher.
Generalized Conditioned Punishers
A conditioned punisher that has been paired with a variety of other punishers, such as the word 'no' or social disapproval.
Continuous Reinforcement
A schedule where the desired behavior is reinforced every single time it occurs, best for initial stages of learning.
Intermittent Reinforcement
A schedule where reinforcement is provided for some, but not all, correct responses to maintain behavior over time.
Fixed Ratio (FR) Schedule
Reinforcement is delivered after a specified number of correct responses.
Variable Ratio (VR) Schedule
Reinforcement is delivered based on an average number of correct responses, keeping responding constant.
Fixed Interval (FI) Schedule
Reinforcement is provided for the first response following a specified amount of time.
Variable Interval (VI) Schedule
Reinforcement is provided for the first response following an average amount of time.
Concurrent (conc) Schedule
Two or more schedules of reinforcement, each with a correlated SD, that operate independently and simultaneously for two or more behaviors.
Multiple (mult) Schedule
Two or more basic schedules for the same behavior that operate successively, each correlated with an SD.
Chained (chain) Schedule
Two or more basic schedules, each correlated with an SD, that operate in a specified sequence.
Mixed (mix) Schedule
Two or more basic schedules presented successively in random sequence without correlated SD signals.
Tandem (tand) Schedule
Two or more basic schedules operating in a specified sequence without an SD associated with each component.
Alternative (alt) Schedule
Reinforcement obtained by meeting the response requirements of any of two or more simultaneously available component schedules.
Conjunctive (conj) Schedule
Reinforcement follows the completion of response requirements for two or more simultaneously operating schedules.
Respondent Extinction
The procedure of repeatedly presenting a conditioned stimulus (CS) without the unconditioned stimulus until the CS no longer elicits a response.
Operant Extinction
The process of decreasing behaviors by withholding reinforcement until the behavior effectively reaches pre-reinforcement levels.
Stimulus Control
When a behavior occurs more often in the presence of a stimulus than in its absence, effectively triggered by that stimulus.
Stimulus Discrimination
The process of learning to respond only to the original stimulus and not to other similar stimuli.
Stimulus Generalization
When several stimuli that share similar physical characteristics with the controlling stimulus evoke the same behavior.
Response Generalization
When a learner emits untrained responses that are functionally equivalent to the trained target behavior in the presence of the same stimulus.
Response Maintenance
The retention of learned skills over time, or procedures used to ensure acquired skills are not lost.
Motivating Operations (MO)
Environmental variables that alter the effectiveness of a stimulus as a reinforcer and alter the current frequency of all behavior reinforced by that stimulus.
Establishing Operation (EO)
A motivating operation that increases the current effectiveness of some stimulus, object, or event as reinforcement.
Abolishing Operation (AO)
A motivating operation that decreases the current effectiveness of some stimulus, object, or event as reinforcement.
Value-altering Effect
An increase or decrease in the reinforcing effectiveness of a stimulus.
Behavior-altering Effect
An increase or decrease in the current frequency of all behavior that has been reinforced by a particular stimulus.
Evocative Effect
An increase in the current frequency of behavior due to a motivating operation.
Abative Effect
A decrease in the current frequency of behavior due to a motivating operation.
Unconditioned MO (UMO)
A motivating operation that has a value-altering effect without any prior learning, typically related to biological survival.
Conditioned MO (CMO)
A motivating operation that is learned and depends on the person's history and context.
CMO-R (Reflexive)
A conditioned motivating operation that signals a worsening or improving of conditions.
CMO-T (Transitive)
An environmental variable that establishes or abolishes the effectiveness of another stimulus as a reinforcer.
CMO-S (Surrogate)
A stimulus that acquired its effectiveness as an MO by being paired with another, previously established, MO.
Rule-Governed Behavior
Behavior that is under the control of verbal descriptions of behavior-consequence relationships without requiring direct experience of the contingency.
Contingency-Shaped Behavior
Behavior learned from actual experiencing of the consequences of a given behavior.
Mand
A verbal operant in which the learner requests or communicates what they want or need.
Tact
A verbal operant in which the learner labels or names something within their environment.
Echoic
A verbal operant in which the learner repeats what they have heard.
Intraverbal
A verbal operant in which the learner responds to another person conversationally.
Convergent Multiple Control
Occurs when a single response is controlled by more than one antecedent variable.
Divergent Multiple Control
Occurs when a single antecedent variable controls more than one response.
Reflexivity
A stimulus-to-stimulus relation in which the learner, without training, selects a comparison stimulus identical to the sample stimulus (A=A).
Symmetry
A stimulus-to-stimulus relation in which the learner demonstrates the reversibility of matched stimuli (A=B, then B=A) without prior training.
Transitivity
An untrained stimulus-stimulus relation (e.g., A=C) that emerges as a product of training two other relations (A=B and B=C).
Generative Learning
A behavioral effect where previously acquired skills enable the acquisition of other skills without direct teaching or reinforcement.
Joint Control
Occurs when two separately established antecedents evoke the same response typography simultaneously, combining verbal skills like echoic and tact repertoires.
Behavioral Momentum
The tendency of a behavior to persist following a change in environmental conditions, especially after the discontinuation of reinforcement.
Response Persistence
How consistently and persistently a behavior is exhibited, particularly in the face of challenges, obstacles, or disruptions.
Matching Law
A principle stating that in concurrent schedules, response allocation is proportional to the relative reinforcer rates associated with each alternative.
Imitation
Behavior caused by a model that has formal similarity, follows the model closely in time, and is primarily controlled by the model.
Observational Learning
Learning from indirect contact with consequences experienced by others by detecting their behavior and its results.