Applied Behavior Analysis - Concepts and Principles

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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.

Last updated 2:01 AM on 5/24/26
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85 Terms

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Behavior

The activity of living organisms, including everything people do, such as how they move, say, think, and feel.

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Response

A specific instance or one occurrence of a behavior.

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Response Topography

The physical shape or form of a behavior, such as the specific arm and finger movements used to fold a shirt.

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Response Class

A group of topographically different responses that generate the same consequence or serve the same function.

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Repertoire

The collection of all behaviors a person can do, often denoting skills relevant to particular settings or tasks.

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Stimulus

Anything that a person can experience through their senses, including things seen, heard, smelled, felt, or tasted.

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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.

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Formal Class

A stimulus class in which stimuli share physical features such as size, shape, weight, color, or general appearance.

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Temporal Class

A stimulus class defined by when they occur with respect to a behavior of interest, categorized as antecedents or consequences.

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Functional Class

A stimulus class in which stimuli share a similar effect on behavior, regardless of physical similarity.

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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.

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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.

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Respondent Behavior

Behavior that is elicited by the antecedent stimuli.

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Respondent Conditioning

Occurs when a neutral stimulus is paired with an unconditioned stimulus; also known as Pavlovian or classic conditioning.

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Higher-Order Conditioning

Occurs when a second conditioned stimulus becomes associated with an initial conditioned stimulus and evokes a response by itself.

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Operant Behavior

Any behavior determined primarily by its history of consequences.

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Operant Conditioning

The process of learning through reinforcement and punishment where behaviors are strengthened or weakened based on consequences.

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Reinforcement

When a response is followed by a stimulus change that results in responses occurring more often in the future.

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Positive Reinforcement

The introduction of a desirable or pleasant stimulus after a behavior that makes the behavior more likely to reoccur.

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Positive Reinforcer

A stimulus whose presentation or onset functions as reinforcement.

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Negative Reinforcement

The removal of an aversive stimulus after a behavior to increase the likelihood of that behavior in the future.

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Negative Reinforcer

A stimulus whose termination or reduction in intensity functions as reinforcement.

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Aversive Stimulus

A term used for stimulus conditions whose termination functions as reinforcement.

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Punishment

When a response is followed immediately by a stimulus change that results in similar responses occurring less often.

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Positive Punishment

Adding an aversive stimulus to the environment as a consequence to decrease an undesirable behavior.

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Negative Punishment

Removing a desirable stimulus from the environment as a consequence to decrease an undesirable behavior.

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Automatic Contingency

A contingency where behaviors produce their own consequences without another person changing the environment.

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Socially Mediated Contingency

A contingency delivered in whole or in part by another person.

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Unconditioned Reinforcers

Reinforcers that work without prior learning because living things are born with a biological need for them, such as food or water.

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Conditioned Reinforcers

Reinforcers that become reinforcing only after a learning history and are not directly driven by biological needs.

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Generalized Conditioned Reinforcers

A consequence paired with many different reinforcing consequences until it took on reinforcing properties itself, making it less susceptible to satiation.

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Backup Reinforcers

Reinforcers with which a stimulus is deliberately associated to become a conditioned reinforcer.

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Unconditioned Punishers

Punishment that works without prior learning, built into biology to be avoided, such as painful stimulation or extreme temperatures.

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Conditioned Punishers

A previously neutral stimulus that functions as a punisher after being paired a number of times with an established punisher.

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Generalized Conditioned Punishers

A conditioned punisher that has been paired with a variety of other punishers, such as the word 'no' or social disapproval.

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Continuous Reinforcement

A schedule where the desired behavior is reinforced every single time it occurs, best for initial stages of learning.

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Intermittent Reinforcement

A schedule where reinforcement is provided for some, but not all, correct responses to maintain behavior over time.

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Fixed Ratio (FR) Schedule

Reinforcement is delivered after a specified number of correct responses.

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Variable Ratio (VR) Schedule

Reinforcement is delivered based on an average number of correct responses, keeping responding constant.

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Fixed Interval (FI) Schedule

Reinforcement is provided for the first response following a specified amount of time.

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Variable Interval (VI) Schedule

Reinforcement is provided for the first response following an average amount of time.

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Concurrent (conc) Schedule

Two or more schedules of reinforcement, each with a correlated SDS^{D}, that operate independently and simultaneously for two or more behaviors.

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Multiple (mult) Schedule

Two or more basic schedules for the same behavior that operate successively, each correlated with an SDS^{D}.

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Chained (chain) Schedule

Two or more basic schedules, each correlated with an SDS^{D}, that operate in a specified sequence.

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Mixed (mix) Schedule

Two or more basic schedules presented successively in random sequence without correlated SDS^{D} signals.

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Tandem (tand) Schedule

Two or more basic schedules operating in a specified sequence without an SDS^{D} associated with each component.

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Alternative (alt) Schedule

Reinforcement obtained by meeting the response requirements of any of two or more simultaneously available component schedules.

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Conjunctive (conj) Schedule

Reinforcement follows the completion of response requirements for two or more simultaneously operating schedules.

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Respondent Extinction

The procedure of repeatedly presenting a conditioned stimulus (CS) without the unconditioned stimulus until the CS no longer elicits a response.

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Operant Extinction

The process of decreasing behaviors by withholding reinforcement until the behavior effectively reaches pre-reinforcement levels.

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Stimulus Control

When a behavior occurs more often in the presence of a stimulus than in its absence, effectively triggered by that stimulus.

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Stimulus Discrimination

The process of learning to respond only to the original stimulus and not to other similar stimuli.

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Stimulus Generalization

When several stimuli that share similar physical characteristics with the controlling stimulus evoke the same behavior.

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Response Generalization

When a learner emits untrained responses that are functionally equivalent to the trained target behavior in the presence of the same stimulus.

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Response Maintenance

The retention of learned skills over time, or procedures used to ensure acquired skills are not lost.

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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.

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Establishing Operation (EO)

A motivating operation that increases the current effectiveness of some stimulus, object, or event as reinforcement.

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Abolishing Operation (AO)

A motivating operation that decreases the current effectiveness of some stimulus, object, or event as reinforcement.

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Value-altering Effect

An increase or decrease in the reinforcing effectiveness of a stimulus.

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Behavior-altering Effect

An increase or decrease in the current frequency of all behavior that has been reinforced by a particular stimulus.

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Evocative Effect

An increase in the current frequency of behavior due to a motivating operation.

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Abative Effect

A decrease in the current frequency of behavior due to a motivating operation.

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Unconditioned MO (UMO)

A motivating operation that has a value-altering effect without any prior learning, typically related to biological survival.

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Conditioned MO (CMO)

A motivating operation that is learned and depends on the person's history and context.

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CMO-R (Reflexive)

A conditioned motivating operation that signals a worsening or improving of conditions.

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CMO-T (Transitive)

An environmental variable that establishes or abolishes the effectiveness of another stimulus as a reinforcer.

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CMO-S (Surrogate)

A stimulus that acquired its effectiveness as an MO by being paired with another, previously established, MO.

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Rule-Governed Behavior

Behavior that is under the control of verbal descriptions of behavior-consequence relationships without requiring direct experience of the contingency.

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Contingency-Shaped Behavior

Behavior learned from actual experiencing of the consequences of a given behavior.

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Mand

A verbal operant in which the learner requests or communicates what they want or need.

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Tact

A verbal operant in which the learner labels or names something within their environment.

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Echoic

A verbal operant in which the learner repeats what they have heard.

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Intraverbal

A verbal operant in which the learner responds to another person conversationally.

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Convergent Multiple Control

Occurs when a single response is controlled by more than one antecedent variable.

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Divergent Multiple Control

Occurs when a single antecedent variable controls more than one response.

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Reflexivity

A stimulus-to-stimulus relation in which the learner, without training, selects a comparison stimulus identical to the sample stimulus (A=AA = A).

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Symmetry

A stimulus-to-stimulus relation in which the learner demonstrates the reversibility of matched stimuli (A=BA = B, then B=AB = A) without prior training.

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Transitivity

An untrained stimulus-stimulus relation (e.g., A=CA = C) that emerges as a product of training two other relations (A=BA = B and B=CB = C).

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Generative Learning

A behavioral effect where previously acquired skills enable the acquisition of other skills without direct teaching or reinforcement.

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Joint Control

Occurs when two separately established antecedents evoke the same response typography simultaneously, combining verbal skills like echoic and tact repertoires.

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Behavioral Momentum

The tendency of a behavior to persist following a change in environmental conditions, especially after the discontinuation of reinforcement.

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Response Persistence

How consistently and persistently a behavior is exhibited, particularly in the face of challenges, obstacles, or disruptions.

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Matching Law

A principle stating that in concurrent schedules, response allocation is proportional to the relative reinforcer rates associated with each alternative.

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Imitation

Behavior caused by a model that has formal similarity, follows the model closely in time, and is primarily controlled by the model.

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Observational Learning

Learning from indirect contact with consequences experienced by others by detecting their behavior and its results.