Modul 4a Reinforcement

Reinforcement Overview

  • Reinforcement occurs when a behavior is closely followed by a stimulus, leading to an increase in the future frequency of that behavior under similar conditions.
  • The focus is on the change in behavior resulting from the delivery of a reinforcer.
  • This differs from preferences; something preferred might not function as a reinforcer.

Terminology of Reinforcement

  • Reinforcer (noun): A stimulus.
    • Example: "Justin used action figures as reinforcers for the child's expressive labeling."
  • Reinforcing (adjective): Describes a property of the stimulus.
    • Example: "The reinforcing stimulus was produced 10 times within the session."
  • Reinforcement (noun):
    • Operation: Delivery of consequences following a response.
      • Example: "The fixed rate schedule of reinforcement delivered a token after every fifth label."
    • Process: Increase in responding resulting from reinforcement.
      • Example: "The number of labels increased as a result of reinforcement."
  • Reinforce (verb):
    • Operation: Deliver consequences when a response occurs.
      • Example: "A token was used to reinforce a child's expressive labeling."
    • Process: Increase responding through the reinforcement operation.
      • Example: "The procedure demonstrates tokens would reinforce expressive labels."

Types of Reinforcement

  • Two broad categories:
    • Positive Reinforcement
    • Negative Reinforcement

Positive Reinforcement

  • Occurs when a response is followed by the presentation of a stimulus, leading to an increase in future similar responses.
  • Positive Reinforcer: The stimulus presented as a consequence that changes behavior frequency, duration, or another dimension.
  • Examples:
    • Food
    • Tangible items
    • Social events (e.g., high five)

Negative Reinforcement

  • Occurs when a response results in the removal, termination, reduction, or postponement of a stimulus, leading to an increase in the future occurrence of that response.
  • Negative Reinforcer: The stimulus removed to increase the likelihood of the preceding behavior.
  • Examples:
    • Breaks (removal of work)
    • Removal of chores
  • Reinforcement always increases the frequency of a behavior.
  • Positive reinforcement adds something to the environment, while negative reinforcement removes something.
  • Reinforcement occurs even for undesirable behaviors.

Unconditioned Reinforcers

  • A stimulus change that can increase future behavior frequency without prior pairing or reinforcement.
  • Also known as primary reinforcers.
  • Examples:
    • Food
    • Water

Conditioned Reinforcers

  • A previously neutral stimulus change that has acquired reinforcing capabilities through pairing with unconditioned or conditioned reinforcers.
  • Also known as secondary reinforcers.
  • Examples:
    • Money
    • Sports
    • Alcohol

Generalized Conditioned Reinforcers

  • A conditioned reinforcer that has been paired with many unconditioned or conditioned reinforcers.
  • Examples:
    • Tokens
    • Money (when tied to multiple reinforcers)
  • The aim in autism intervention is to use generalized conditioned reinforcers.

Differential Reinforcement

  • Differential reinforcement involves reinforcing specific behaviors while withholding reinforcement for others.

Types of Differential Reinforcement

  • Differential Reinforcement of Alternative Behavior (DRA): Reinforcement is delivered for a specified alternative behavior while withholding reinforcement for the target behavior.
    • Example: Reinforcing saying "Hey, Joe" instead of tapping on the shoulder.
  • Differential Reinforcement of Other Behavior (DRO): Reinforcement is delivered for any behavior other than the target behavior.
  • Other types include differential reinforcement of low rates of behavior, incompatible behavior, diminishing rates, and high rates of behavior.

Other Reinforcement Terms

  • Automatic Reinforcement: Behavior produces its own reinforcement, independent of others' mediation; also known as sensory reinforcement.
    • Example: Scratching a mosquito bite.
  • Premack Principle: Using a high-frequency behavior as a reinforcer for a low-frequency behavior.

Variables Affecting Reinforcement

  • Motivation: Satiation decreases reinforcer effectiveness.
  • Deprivation: Depriving an individual of a potential reinforcer can increase its effectiveness.
  • Immediacy: Reinforcement must immediately follow the response.
  • Initial Criterion: Set an easily achievable initial criterion.
  • Reinforcer Quality and Magnitude: Use high-quality reinforcers of sufficient magnitude, especially early on.
  • Variety: Vary reinforcers to control for satiation and deprivation.
  • Direct Contingencies: Use direct rather than indirect reinforcement contingencies when possible.
  • Response Prompts: Combine response prompts with reinforcement.
  • Reinforce Each Occurrence: Reinforce each occurrence of the behavior initially, then fade.
  • Contingent Attention and Descriptive Praise: Use intentionally.
  • Increase Response to Reinforcement Delay: Gradually increase delay.
  • Shift to Naturally Occurring Reinforcers: Shift from contrived to naturally occurring reinforcers.

Useful Reinforcement Domains

  • Edibles (caution: prone to satiation, not natural)
  • Sensory
  • Tangible activities
  • Social (important for individuals with autism spectrum disorder)