Glossary words Flashcards
Baseline
information gathered from multiple sources to better understand the target behavior, before using an intervention or practice.
Baseline Data
Data collected on current performance level prior to implementation of intervention.
Duration Data
Records how long a learner engages in a particular behavior or skill.
Event Sampling
Collects frequency data at every instance the behavior occurs.
Frequency Data
Used to measure how often the learner with ASD engaged in the target skill or behavior.
Generalization
When the target skill or behavior continues to occur when the intervention ends, in multiple settings, and with multiple individuals (e.g. peers, teachers, parents)
Individualized Intervention
and intervention that is planned and implemented in a way specific to the learner receiving the intervention.
Material Reinforcers
Motivating to learners with ASD, but team members should vary these reinforcers with others so learners do not grow tired of them.
Natural Reinforcer
occur naturally as a result of using the target behavior or skill.
Negative Reinforcement
Removes an aversive or unwanted stimulus after the learner uses a target skill or behavior, which increases future use of target skill/behavior.
Performance Criteria
Allow team members to monitor progress and adjust strategies as the learner gains mastery of the target skill/behavior.
Positive Reinforcement
Refers to the presentation of a reinforcer after a learner uses a target skill/behavior, therefor encouraging him/her to perform that behavior again. 
When a behavior is followed immediately by the presentation of a stimulus that increases the future frequency of the behavior in similar conditions.
Reinforcement
Feedback that increases the use of a strategy or target behavior/skill.
Reinforcer Menu
a menu of objects, pictures, or text from which a learner can select a reinforcer.
Reinforcer Sampling
Helps to identify activities and materials that are motivating to learner with ASD. Also known as a preference assessment.
Reinforcers
Increase the likelihood that the target skill/behavior will be used again in the future.
Satiation
Occurs when a selected reinforcer us no longer motivating to the learner.
Sensory Reinforcers
Motivating for learner with ASD. Only use when adult can control access to reinforcer, the reinforcer is acceptable and appropriate for the setting and no other reinforcer is motivating.
Social Reinforcer
Found in any setting, but may need to be taught to learners with ASD if these reinforcers are not inherently reinforcing. Examples include facial expressions, words and phrases.
Tangible Reinforcers
Objects that a learner with ASD can acquire.
Target Behavior
The behavior or skill that is the focus of the intervention. Behavior may need to be increased or decreased.
Team Members
Includes the parents, other primary caregivers, IEP/IFSP team members, teachers, therapists, early intervention providers and other professionals involved in providing services for the learner with ASD.
Time Sampling
Collects frequency data after a certain amount of time. A behavior/skill is recorded if the learner is engaging in the skill/behavior at the time.
Token Economy
a type of positive reinforcement where learners earn tokens which can be used to acquire desired reinforcers.
Positive Reinforcer
A stimulus whose presentation or onset functions as reinforcement (an item may be preferred but does not function as a reinforcer unless it increases the future likelihood of a behavior.) 5 types of reinforcers: edible, activity, tangible, social, sensory.
Positive Punishment
A behavior is followed immediately by the presentation of a stimulus that decreases the future frequency of behavior.
Negative Punishment
A behavior is followed immediately by the removal of a stimulus (or decrease in intensity of the stimulus) that decreases the future frequency of similar responses under similar conditions.
Unconditioned Reinforcer
A stimulus that can increase the future frequency of behavior without prior pairing with any other form of reinforcement. No learning history required. ICRs are a product of biology. Examples: food, water, warmth, sleep. Also called ‘primary’ or ‘unlearned’ reinforcer.
Conditioned Reinforcer
When a previously neutral stimulus acquired the ability to function as a reinforcer through stimulus- stimulus pairing with one or more unconditioned or conditioned reinforcers. Learning history is required. CRs are a product of development. Examples: toys, tokens, money, social attention and praise. Also called ‘secondary’ or ‘learned’ reinforcer.
Continuous Reinforcement
Provide reinforcement for every occurrence or independent response, or the target behavior
Variable ratio schedule of reinforcement
Variable = changing, variable criteria; average of responses. Ratio = a certain number of occurrences of the behavior have to occur before one response produces reinforcement. Example: variable ratio 4 (VR4) = reinforcement is delivered after an average of every 4th independent response.
Applied Behavior Analysis
the use of behavioral techniques to teach a learner a new skill
Individualized Intervention
an intervention that is planned and implemented in a way specific to the learner receiving the intervention
Interfering Behavior
is a challenging behavior that interferes with the learner’s ability to learn.
Modeling
involves the learner observing someone correctly performing a target behavior.
Modeling
involves the learner observing someone correctly performing a target behavior.
Natural Reinforcer
Occur naturally as a result of using the target behavior or skill.
Naturalistic Intervention
The integration of an EBP into already occurring routines and activities in order to target a specific behavior or skill.
Prompt
any help provided that will assist the learner in using specific skills. Prompts can be verbal, gestural, or physical.
Reinforcer Sampling
Helps to identify activities and materials that are motivating to learner with ASD. Also known as a preference assessment.
Room Arrangement
the behavior or skill that is the focus of the intervention. Behavior may need to be increased or decreased.
Fixed Interval Schedule of Reinforcement
Fixed = constant, set criteria. Interval = Specific amount of time lapses before a single correct response produces reinforcement. Example: Fixed interval 5 (FI5) = Reinforcement is delivered after the first independent response that occurs after 5 minutes.
Variable Interval Schedule of Reinforcement
Variable = changing, variable criteria; average of responses. Interval = specific amount of time elapses before a single correct response produces reinforcement. Example: variable interval 5 (VI5) = reinforcement is delivered after the first independent response that occurs after an average of 5 minutes.
Pairing
When two items or activities are consistently experienced together, the perceived value of one will influence the perceived value of the other. Common term that ABA professionals often use to describe the process of building or maintaining rapport with a child. Pairing activities should be led by the child’s motivation and should include only no -verbal and declarative language which serve to share your thoughts and feelings- no demands.