Instrumental Conditioning Flashcards

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1
Q

Instrumental conditioning

A

learning the contingency between a behaviour and a consequence (action = consequence)

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2
Q

Stamped in

A

behaviours followed by a favourable consequence

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3
Q

Stamped out

A

behaviours with negative consequence

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4
Q

Reinforcer

A

any stimulus presented after a response that impacts the frequency that the response is performed

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5
Q

reward training

A

presentation of a positive reinforcer -> increases the frequency of a behaviour

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6
Q

punishment training

A

presentation of a negative reinforcer -> decreases frequency of behaviour

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7
Q

omission training

A

removal of a positive reinforcer -> decrease in frequeny of behaviour

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8
Q

Escape training

A

removal of negative reinforcer -> increase in frequency of behaviour

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9
Q

What effects the response rate of behaviours

A
  1. the participant
  2. complexity of behaviour
  3. type of reinforcement used
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10
Q

Autoshaping

A

learning without direct guidance

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11
Q

shaping

A

behaviours that are too complex to be autoshaped

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12
Q

Successive approximations

A

complex behaviours organized over smaller approximations which gradually build up to response hoping to be conditioned

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13
Q

Chaining

A

techinique to develop sequence of behaviours
- each behaviour reinforced with opportunity to perform the next behaviour in a sequence

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14
Q

S+ (SD)

A

contingency valid
parents house = veggies = dessert

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15
Q

S- (S delta)

A

contingency unvalid
grandparents house = veggies /= dessert

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16
Q

Continuous reinforcement

A

respones leads to reinforcer in every trial

17
Q

Partial reinforcement schedules

A

reinforcement deliveries determined by total responses or time

18
Q

ratio strain

A

fixed ratio schedule ineffecitve b/c behaviours to rewards is too high

19
Q

pause and run pattern

A

pause following reinforcement (FR-# shed)
- lack of motivation/procrastination

20
Q

VR #

A

capable of very constant and high response rates
no pause and run (b/c player knows random and only way to recieve reward is to continue playing)

VR -10 better than VR-40

linear lines on graph

21
Q

FI #

A

deliver reinforcement after fixed interval of time
- individual doesnt watn to miss reinformcent windwo

scallop
reinforcement followed by lull period

22
Q

VI #

A

deliver reinforcemnet after set average amount of time
more frequent reinforcement = increase response rates

linear
VI 2 more responses than VI 6

23
Q

Thorndike’s law of effect

A

behaviours will increase in frequency if it results in a positive consequence

24
Q

how do kids learn of instrumental conditioning

A
  • modelling behaviour
  • through observation
  • cultural trasmission
25
Q

Primary Reinforcer

A

Satisfy biological needs
- food, sleep, shelter, joy

26
Q

Secondary reinforcer

A

established through classical conditioning
- can be exchanged for a primary reinforcer (money, doesn’t have to be direct)

27
Q

Contrast Effects

A

changes in the value of a reward lead to shifts in response rate

28
Q

Negative contrast

A

high reward switched to low reward = slower response rate

29
Q

Overjustification Effect

A

displays how changes in reinforcement, i.e. presentation of rewards for behaviours already naturally performed, alter the perception of the behaviour.

makes clear that when an individual relies too greatly on extrinsic reward, they will fail to continue that behaviour when the reward stops