Malott 23 Flashcards
process vs product
give feedback and reinforcers for the details of the process (feedback on how they play vs on whether they won the game)
task analysis
analysis of complex behavior and sequences of behavior into component responses (used for figuring out how to teach and give feedback)
feedback
nonverbal stimuli or verbal statements contingent on past behavior that can guide future behavior- an SD relevant to the type of behavior that brings it about (better if you give feedback before the next trial rather than after the last one)
multiple-baseline design
an experimental design in which the replications involve baselines of differing durations and interventions of differing starting times (gives more security in knowing the intervention actually made the difference)
covert behavior
private behavior- not visible to outside observer (ex: thinking)
intuition
control by a concept or set of contingencies the person does not define or describe (ex: learning a language by immersion)
shifting from rule control to contingency control
with repetition of the response, control often shifts from control by the rule describing a direct-acting contingency to control by the direct-acting contingency itself (intuition)
reinforceable response unit
a response/sequence of responses with no disruptions greater than 60 seconds within that response/sequence; a reinforcer delivered at the end of a unit will reinforce the whole unit
conditional stimulus
elements of a stimulus have their value or function only when they are combined; otherwise the individual elements are relatively neutral
direct acting vs indirect-acting contingencies
direct-acting could be used with a nonverbal animal; indirect-acting is rule governed
rule-governed analog to avoidance of the loss of the opportunity to receive a reinforcer
behavior is governed by a rule that tells you if you do it (by a deadline) you’ll receive something and if not, you won’t. so you do it to avoid the loss of this reinforcer
rule-governed analog to a reinforceable response unit
a response unit, but with disruptions of 60 seconds (ex: when studying you will take some 60 second breaks)