Exam 4 Behavioral Analysis
Chapter 6: Punishment Basics
Two Main Procedural Variations of Punishment
- Positive Punishment
- Adds an aversive stimulus after a behavior.
- Example: A child touches a hot stove → feels pain → less likely to touch stove again.
- Negative Punishment
- Removes a reinforcing stimulus after a behavior.
- Example: A teen breaks curfew → parents take away car keys → less likely to break curfew.
Three Basic Components of Punishment
- A behavior occurs.
- A consequence follows (either an aversive is added or a reinforcer is removed).
- The behavior decreases in future frequency.
- Format: Behavior → Punishing consequence (added or removed) → Decrease in behavior
Differences from Everyday/Legal Definitions
- Behavioral definition is purely functional: punishment is a consequence that reduces a behavior.
- Everyday use focuses on intent, morality, or legality (e.g., jail, shame, retribution).
Common Misconceptions:
- Punishment must be painful or physical.
- Punishment automatically teaches new behavior (it doesn't).
- People confuse punishment with negative reinforcement.
Factors Influencing Effectiveness:
- Immediacy: Must follow the behavior closely in time.
- Contingency: Must occur every time the behavior occurs.
- Intensity: Stronger (but still ethical) punishers are often more effective.
- No reinforcement for the behavior: Reinforcement can overpower punishment.
- Reinforcement for alternative behavior: Makes punishment more ethical and effective.
Potential Problems with Punishment (Side Effects):
- Emotional reactions (fear, anxiety, aggression)
- Escape and avoidance behavior
- Modeling of punishment/aggression
- Doesn’t teach appropriate replacement behavior
- Ethical concerns (especially with severe punishment).
Punishment as a Default Technology:
- Used when other strategies fail or aren’t known.
- Chosen out of lack of planning or desperation, rather than as a first-line, evidence-based approach.
- Seen often in schools, homes, or organizations lacking behavior support training.
Chapter 17: Time-Out and Response Cost
What Type of Punishment is Time-Out?
- Negative Punishment – It removes access to reinforcement temporarily.
Nonexclusionary vs Exclusionary Time-Out:
- Nonexclusionary: Individual stays in the setting but can't access reinforcement.
- Example: Sitting in a “time-out chair” while others continue playing.
- Exclusionary: Individual is removed from the setting.
- Example: Sent to a different room.
Use Nonexclusionary When:
- The individual can remain safely in the room.
- The behavior isn’t disruptive to others.
Use Exclusionary When:
- Behavior is too disruptive/dangerous.
- Need to fully remove access to all reinforcement.
What Must Time-In/Out Environments Accomplish?
- Time-in must be rich with reinforcement so time-out has a contrast.
- Time-out must remove all reinforcement (no attention, toys, etc.).
When Is Time-Out Inappropriate?
- If the time-in environment is not reinforcing.
- If behavior is maintained by escape (time-out reinforces it).
- If it's overused or used without teaching replacement behaviors.
Response Cost:
- A form of negative punishment.
- Example: Losing a token, losing access to a preferred item.
Necessary for Response Cost to Work:
- Control over reinforcers.
- The individual must value what’s being removed.
Using Reinforcement with Punishment:
- DRO (Differential Reinforcement of Other behavior) + punishment: Reinforce when problem behavior does NOT occur, punish when it does.
- Reinforcement of alternative behaviors (DRA) also improves outcomes and reduces reliance on punishment.
Extinction vs Negative Punishment:
- Extinction: Reinforcement is withheld for a previously reinforced behavior.
- Negative Punishment: Reinforcer is removed following the behavior.
- Key difference: Extinction is about stopping the reinforcer, not actively removing something.
Chapter 18: Aversive Activities
How Are Aversive Activities Used?
- They are effortful behaviors required contingent on problem behavior. Their aversiveness discourages the problem behavior.
Examples of Aversive Activity Procedures:
- Positive Practice Overcorrection: Repeatedly practicing the correct behavior.
- Restitutional Overcorrection: Restoring the environment to better-than-before.
- Contingent Exercise: Doing physical activity not related to the behavior (e.g., push-ups).
- Guided Compliance: Physically guiding through tasks if noncompliant.
- Physical Restraint: Limiting movement to prevent harm.
What Does "Aversive Stimulus is Functionally Defined" Mean?
- A stimulus is aversive if it decreases the future rate of the behavior it follows – it’s defined by effect, not by what it is.
Chapter 21: Habit Behaviors and Habit Reversal
What Are Habit Behaviors?
- Repetitive, automatic behaviors not socially significant or dangerous (e.g., nail biting, tics, hair pulling).
Three Elements of Simplified Habit Reversal:
- Awareness Training: Recognize when and where habit occurs.
- Competing Response Training: Use an incompatible behavior.
- Social Support: Others remind and praise use of competing responses.
How Competing Responses Differ by Habit Type:
- Motor tics: Use tension-incompatible behavior (e.g., isometric holds).
- Nail biting: Sit on hands, clench fists.
- Stuttering: Slowed speech, breathing control.
Functions of Competing Responses:
- Incompatible with habit behavior.
- Provides alternative stimulation.
- Can reduce tension or urge.
Chapter 23: Behavioral Contracts
5 Components of a Behavioral Contract:
- Target behavior
- Measurement of behavior
- Timeframe
- Reinforcement or punishment used
- Signatures of all parties
Role of the Contract Manager:
- One-party contract: Contract manager tracks and delivers consequences.
- Two-party contract: Manager mediates fairness and compliance.
Ways to Measure Target Behavior:
- Frequency, duration, intensity, latency, or permanent product.
- Measurement must be objective and observable.
What Type of Antecedent Manipulation is a Contract?
- A rule-governed behavior technique.
- Serves as a motivational/commitment tool that sets clear expectations and consequences before behavior occurs.