G Flashcards
A systematic process for identifying and selecting teaching examples that represent the full range of stimulus variations and response requirements in the generalization setting(s)
General Case Analysis
A generic term for a variety of behavioral processes and behavior change outcomes
Generalization
Changes in the behavior of people not directly treated by an intervention as a function of treatment contingencies applied to other people
Generalization Across Subjects
Any measurement of a learner’s performance of a target behavior in a setting and/or stimulus situation in which direct training has not been provided
Generalization Probe
Any place or stimulus situation that differs in some meaningful way from the instructional setting and in which performance of the target behavior is desired
Generalization Setting
A behavior change that has not been taught directly
- Generalized outcomes take one, or a combination of, three primary forms: response maintenance, stimulus/setting generalization, and response generalization
Generalized Behavior Change
A conditioned reinforcer that as a result of having been paired with many other reinforcers does not depend on an establishing operation for any particular form of reinforcement for its effectiveness
Generalized Conditioned Reinforcer
A term often used when a learner imitates a wide variety of unprompted, untrained, nonreinforced modeled behaviors in different settings and situations
- This could be considered a higher order response class in which participants imitate novel models without training and that are not predictive of reinforcement
Generalized Imitation
A behavioral effect whereby previously acquired speaker and listener skills enable or accelerate the acquisition of other speaker and listener skills, without dependence on direct teaching or a history of reinforcement
Generative Learning
A tact evoked by a novel stimulus that shares all of the relevant or defining features associated with the original stimulus
Generic (Tact) Extension
An interdependent group contingency in which a group is divided into two or more teams that compete against each other and/or a specified criterion
- The team with fewest marks at the end of the game earns a reinforcer
- Each team is also told that it can earn a reinforcer it it has fewer than a specified number of marks
Good Behavior Game
A visual format for displaying data; reveals relations among and between a series of measurements and relevant variables
Graph
A contingency in which reinforcement for all members of a group is dependent on the behavior of (a) a person within the group, (b) a select group of members within the larger group, or (c) each member of the group meeting a performance criterion
Group Contingency