IV

Exam 4 Behavioral Analysis

Chapter 6: Punishment Basics

  • Two Main Procedural Variations of Punishment

    1. Positive Punishment
    • Adds an aversive stimulus after a behavior.
    • Example: A child touches a hot stove → feels pain → less likely to touch stove again.
    1. 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

    1. A behavior occurs.
    2. A consequence follows (either an aversive is added or a reinforcer is removed).
    3. 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:

    1. Immediacy: Must follow the behavior closely in time.
    2. Contingency: Must occur every time the behavior occurs.
    3. Intensity: Stronger (but still ethical) punishers are often more effective.
    4. No reinforcement for the behavior: Reinforcement can overpower punishment.
    5. 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:

    1. Nonexclusionary: Individual stays in the setting but can't access reinforcement.
    • Example: Sitting in a “time-out chair” while others continue playing.
    1. 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:

    1. Control over reinforcers.
    2. 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:

    1. Positive Practice Overcorrection: Repeatedly practicing the correct behavior.
    2. Restitutional Overcorrection: Restoring the environment to better-than-before.
    3. Contingent Exercise: Doing physical activity not related to the behavior (e.g., push-ups).
    4. Guided Compliance: Physically guiding through tasks if noncompliant.
    5. 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:

    1. Awareness Training: Recognize when and where habit occurs.
    2. Competing Response Training: Use an incompatible behavior.
    3. 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:

    1. Target behavior
    2. Measurement of behavior
    3. Timeframe
    4. Reinforcement or punishment used
    5. 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.