Operant Conditioning - Complete Review Notes

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Comprehensive vocabulary flashcards reviewing core principles, types, and key terminology of Operant Conditioning from Unit 2: Learning.

13 Terms

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Operant Conditioning

Learning in which behavior is strengthened or weakened by its consequences ("What happens AFTER the behavior affects whether I do it again").

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B. F. Skinner

The psychologist most closely associated with operant conditioning who studied how consequences can change future behavior, including through the use of the Skinner Box.

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Classical Conditioning

Learning through association, characterized by the shortcut idea: "These two things go together."

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Reinforcement

A consequence that makes a behavior MORE likely to happen (behavior increases or goes UP).

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Punishment

A consequence that makes a behavior LESS likely to happen (behavior decreases or goes DOWN).

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Positive (Operant Conditioning)

A condition indicating that something is ADDED or comes IN; it does not mean "good."

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Negative (Operant Conditioning)

A condition indicating that something is REMOVED or goes OUT; it does not mean "bad."

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Positive Reinforcement

An operant conditioning pattern where behavior goes UP and something comes IN (e.g., Do homework -> Get $10 -> Homework increases).

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Negative Reinforcement

An operant conditioning pattern where behavior goes UP and something goes OUT (e.g., Buckle seatbelt -> Beeping stops -> Buckling increases).

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Positive Punishment

An operant conditioning pattern where behavior goes DOWN and something comes IN (e.g., Speed -> Get ticket -> Speeding decreases).

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Negative Punishment

An operant conditioning pattern where behavior goes DOWN and something goes OUT (e.g., Break curfew -> Lose phone -> Curfew-breaking decreases).

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The Two-Question Strategy

A method to identify operant conditioning types: Step 1 asks if behavior goes UP (Reinforcement) or DOWN (Punishment); Step 2 asks if a consequence comes IN (Positive) or goes OUT (Negative); Step 3 combines the two words.

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Skinner Box

An apparatus used by B. F. Skinner where an animal could perform a behavior, such as pressing a lever, and experience a consequence, such as receiving food.