CHP 10 PUNISHMENT Flashcards
Punisher
a contingent consequence that decreases the future probability of a behavior below its pre-punishment level (but doesn’t prevent the behavior from occurring)
Punishment
the process or procedure whereby a punisher decreases the future probability of an operant response
Positive punishment
the contingent presentation of a consequence that decreases the future probability of the behavior below its no-punishment level
Negative punishment
the contingent removal, reduction, or prevention of a reinforcer; the effect of which decreases the future probability of the behavior below its no-punishment level
Punishment in a clinical setting
used when the behavior is dangerous to oneself or others, and only after other interventions have failed
6 characteristics of effective punishment interventions
1) focus on reinforcement first (identify the reinforcers maintaining the behavior)
2) combine punishment with extinction and/or differential reinforcement
3) deliver punishers immediately (if that’s impossible, clarify the contingent relation between problem behavior and punisher VERBALLY (playing audio/video recording of inappropriate behavior before it’s punished), or having the individ re-enact the problem behavior before delivering the punisher)
4) Deliver punishment contingently (only as a consequence of problem behavior)
5) Punish every time
6) Use punisher in the goldilocks zone (find the least restrictive punisher that’s reduces the future probablility of behavior)
Primary punisher
a contingent consequence that functions as a punisher because in the evolutionary past of the species, this consequence decreased the chances of survival (NO NEW LEARNING IS REQUIRED)
Conditioned punisher
a contingent consequence that signals a delay reduction to a backup punisher ESTABLISHED THRU PAVLOVIAN LEARNING
the CS becomes the Conditioned Punisher, the aversive stim is the Backup Punisher
Timeout from positive reinforcement
a signaled response-contingent suspension of a positive-reinforcement contingency, the effect of which decreases the future probability of problem behavior
4 guidelines for effective timeout from positive reinforcement
1) provide no more than 1 verbal warning
2) significantly reduce access to reinforcers
3) end time-out after no more than 5 min, even if the kid isn’t sitting quietly
4) every instance of problem behavior produces a time-out
Response-cost punishers
negative punishers that involve the removal/reduction of a reinforcer
ex. taking points away in a token economy system
Results of the Public Goods Game Experiments
With no punishment: everyone starts to cheat
With punishment: Players punished the cheater (even when it costs the player to punish them) and made them stop cheating
People prefer to play with punishment
Effect of being watched on punishable behavior
When punishing agents are watching, problem behavior is less likely to occur
Reinforcers that maintain the behavior of using punishment
Negative escape reinforcer (escape problem behavior)
Positive reinforcer (cooperation increases)