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| a behavior that is strengthened through the process of reinforcement |
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| a behavior that is elicited by a prior response (like an unconditioned response) |
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| using reinforcement to increase a behavior |
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| the occurance of a behavior is followed by the addition of a stimulus (reinforcer) which results in the strengthening of the behavior |
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| occurrence of a behavior followed by the removal of a stimulus (an aversive stimulus) which results in the strengthening of a behavior |
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| contrived positive reinforcement |
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| consequences arranged by individuals for the specific purpose of strengthening behavior (ex: giving points for completing chores) |
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| naturally occurring positive reinforcement |
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| consequences that have not been specifically arranged for strengthening behavior (doors open after you open them) |
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| socially mediated positive reinforcement |
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| consequences are delivered through the actions of other people (ex: praise) |
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| automatic positive reinforcement |
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| consequences that don't require the mediation of other individuals (light turns on after flicking switch) |
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| opportunity to engage in a high-probability behavior as a consequence for engaging in a low-probability behavior |
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| reinforcer effectiveness: quality |
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Definition
| best to use some form of reinforcer assessment |
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| reinforcer effectiveness: delay |
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Definition
| longer delay = less effective (latency) |
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| reinforcer effectiveness: establishing operations (eo's) |
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| events that alter the reinforcing efficacy of a stimulus |
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| length of time without access to a particular event; increases effectiveness of a reinforcer (ex:starving makes food very powerful reinforcer) |
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| how recently an organism has received or been exposed to a particular event decreases effectiveness of a particular reinforcer |
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| eo's: schedule of reinforcement |
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Definition
| determine the frequency or distribution of a reinforcer in time |
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Definition
| stimuli that function as reinforcers without any specific learning history (food, water, sex, warmth) |
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| stimuli that function as reinforcers only because they're paired with primary reinforcers (praise, money, points/tokens) |
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| generalized conditioned reinforcer |
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| a conditioned reinforcer that is paired with a wide variety of backup reinforcers (money) |
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| each response is reinforced |
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| intermittent reinforcement |
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| only some responses are reinforced |
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Definition
| the last of a specific number of responses is reinforced (ex: child completes 50 math problems, FR 50) (creates break and run pattern on graph) |
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| the last of a specified number of responses is reinforced but the number of responses revolve around an average value. Number of responses varies from one reinforcer to the next. (high steady rates of responding on graph) |
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| ratio is too high to maintain responding |
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| the first response after a fixed amount of time is reinforced; response dependent. (scalloped pattern of responding, as time approaches, responding increases) |
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| variable interval schedules |
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Definition
| the first response after an average amount of time has elapsed results in reinforced delivery (checking mail when you know it comes around 2 pm, checking cookies after 20 min in oven) low steady rates of responding |
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| response independent schedules |
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Definition
| FT/VT:occur at SET points in time, independent of behavior. VT same as FT but delivered after an avg amount of time |
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| benefits of response independent schedules |
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Definition
| used to decrease establishing operations for undesirable behavior, superstitious responding. less chance of satiation, more resistant to extinction, more closely simulate natural environment |
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