Chapter 7 Flashcards

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1
Q

Operant (behavior)

A

A class of behavior that operates on the environment to produce a common environmental consequence, (eg. pushing a lever in a lever box)

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2
Q

Learning

A

A change in behavior due to experience.

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3
Q

Operant Learning

A

A change in a class of behavior as a function of the consequences that followed

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4
Q

Reinforcement

A

Behavior is Increasing
The occurrence of a particular behavior that is followed by an immediate consequence and results in the strengthening of behavior, (eg. the person is more likely to engage in the behavior again in the future.)

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5
Q

Reinforcement

A

Behavior is Increasing
The occurrence of a particular behavior that is followed by an immediate consequence and results in the strengthening of behavior, (eg. the person is more likely to engage in the behavior again in the future.)

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6
Q

Positive Reinforcement

A

The response produces an appetitive(good) stimulus which increases in response rate(behaviour)

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7
Q

Negative Reinforcement

A

Response eliminates/prevents aversive(bad) stimulus which Increases in response rate
(eg. speeding, removing chances of getting a ticket from not speeding)

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8
Q

Positive Punishment

A

The response produces an aversive(bad) stimulus which Decreases in response rate
(giving someone something bad will decrease their behavior, eg speeding ticket, timeout)

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9
Q

Negative Punishment

A

Response eliminates/prevents appetitive(good) stimulus which Decreases in response rate

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10
Q

Aversive Stimulus

A

An event or stimulus that an organism escapes or avoids

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11
Q

Escape Behavior

A

When operant behavior increases by removing an ongoing event or stimulus

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12
Q

Avoidance behavior

A

When operant behavior increases by preventing the onset of the event or stimulus

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13
Q

Unconditional (primary) Reinforcer

A

A reinforcer that acquired its properties as a function of species evolutionary history. (sleep, sex to pass on genes)

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14
Q

Conditional (secondary) reinforcer

A

Otherwise neutral stimuli or events that have acquired the ability to reinforce due to a contingent relationship with others are typically unconditional reinforcers. (eg money during an apocalypse)

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15
Q

Immediacy (Contiguity)

A

A stimulus is more effective as a reinforcer when it is delivered immediately after the behavior, (eg. giving a dog a treat after a trick)

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16
Q

Contingency

A

A stimulus is more effective as a reinforcer when it is delivered contingent on the behavior (eg. getting chocolates for doing a target behavior)

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17
Q

Motivation Operations

A

Establishing Operations make a stimulus more effective as a reinforcer at a particular time, (eg. Deprivation, increases the effectiveness of food)

Abolishing Operations make a stimulus less potent as a reinforcer at a particular time.(eg. Satiation, cant consume more food if you don’t want more food)

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18
Q

Individual Differences

A

Reinforces vary from person to person

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19
Q

Magnitude

A

Generally, a more intense stimulus is a more effective reinforcer, Not Linear. (eg getting out of a burning building compared to getting out of the hot sun.)

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20
Q

Premack Principles

A

eating = high probability; lever pressing = low probability. L –> H, reinforces L, and, H–> L does not reinforce H.

20
Q

Premack Principles

A

eating = high probability; lever pressing = low probability. L –> H, reinforces L, and, H–> L does not reinforce H.

20
Q

Premack Principles

A

eating = high probability; lever pressing = low probability. L –> H, reinforces L, and, H–> L does not reinforce H.

20
Q

Premack Principles

A

eating = high probability; lever pressing = low probability.
L –> H, reinforces L
H–> L does not reinforce H.

21
Q

Continuous Reinforcement

A

Behavior is reinforced each time it occurs, rate of behavior increases rapidly

22
Q

Intermittent Reinforcement

A

4 types,
Fixed ratio
Variable Ratio
Fixed Interval
Variable Interval

23
Q

Fixed Ratio

A

Behavior reinforced after a fixed number of times, generates Post-Reinforcement Pause (PRP) which are essentially just steady run rates (eg. paper route must deliver 30 papers in order to get paid)

24
Q

Variable Ratio

A

The number of responses needed varies each time,

25
Q

Variable Ratio Schedule

A

PRP’s are rare and very short, influenced by the lowest ratio and or the average ratio and produces higher rates than a comparable Fixed-Ratio schedule
(eg. casinos). Creates a breaking point.

26
Q

Fixed Interval Schedule

A

Behavior is reinforced when it occurs after a given period of time. Produce PRP’s. Responding gradually producing a scallop shape. (eg. not reinforced with clean clothes until after the cycle is done.)

27
Q

Variable Interval Schedule

A

The timing of the response needed varies each time, and intervals vary around the mean. (eg. waiting for bus but its early or late)

28
Q

Extinction

A

A behaviour that has been previously reinforced No longer results in the reinforcing consequences And therefore the behaviour stops occurring in the future.

29
Q

Extinction Burst

A

Increase in frequency duration and/or intensity of the unreinforced behaviour during the extinction process. (eg. car wont start and you keep trying to start it to gain the reinforcement.)

30
Q

Spontaneous Recovery

A

The tendency for extinguished behaviour to occur again in situations similar to those it had been previously reinforced.

31
Q

Punishment

A

The occurrence of a particular behavior that is followed by an immediate consequence and that results in the weakening of the behavior (person is less likely to do it in the future.)

32
Q

Positive Punishment

A

Adding a stumulus to decrease the behavior (eg. spanking)

33
Q

Negative Punishment

A

Removing a stimulus to decrease behavior (eg. taking drivers licence away for DUI)

34
Q

Premack for Punishment

A

Low probability behavior punishes high probability behavior, (eg. Coffee (high prob) –> Piano (low prob) = decrease coffee>)

35
Q

Contingency in Punishment

A

The degree of correlation between a behavior and its consequence

36
Q

Contiguity in Punishment

A

Nearness of events in time (temporal contiguity) or space (spatial contiguity)

36
Q

Contiguity in Punishment

A

Nearness of events in time (temporal contiguity) or space (spatial contiguity)

37
Q

Intensity for Punishment

A

The more intense the punisher is in terms of magnitude the more effective it typically is.

38
Q

Escape and Avoidance

A

Punishment can induce escape and avoidance behaviors (eg. hiding lying cheating)

39
Q

Classical Conditioning

A

Process of learning, learning to associate two stimuli.

40
Q

Unconditional (Unlearned) Relfex

A

The natural response, (eg. Natural salivating to food or blinking when something in eye).

41
Q

Conditional Reflex

A

Neutral stimulus becomes condtion stimulus and leads to learned condition response of salvation, (eg. a bell rang simulates food for dog.)

42
Q

Amount of Exposure to the Contingencies

A

(Number of parings). In general, more exposure = greater conditional responding. Early exposure produces more learning than later exposure.

Conditional responding is asymptotic
Conditioning can occur at a different rate

43
Q

Intertrial Interval

A

Interval between one CS-US exposure (a trial) and another CS-US exposure(a different trial)

44
Q

Age

A

Degenerative/health effects of aging and learning history.

45
Q

Conditioned Emotional Responses

A

An emotional response to a stimulus that is acquired through Respondent Conditioning. (eg lil alberto)