Reinforcements / Final Flashcards

1
Q

Indirect outcome recording

A

Measures results that produces an observable product in the environment
Example) teacher asking parents to fill questionnaire about child’s behavior at home vs school (check to see if behavior in class is positively effecting home)

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2
Q

Direct outcome recording

A

Instead of relying on memory, data is gathered immediately as the behavior occurs or as it produces results

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3
Q

Event Recording

A

Behavior is observed continuously throughout the observation period and each instance of the behavior is recorded immediately as it occurs
2 criteria:
- does behavior look same every time?
- does behavior have a clear beginning and end?

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4
Q

Deprivation

A

When a person hasn’t had access to a particular reinforcer for a significant period of time

(Makes it more potent)

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5
Q

Immediacy

A

Time between the occurrence of the behavior and the delivery of the reinforcer

  • the more immediate, the more effective
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6
Q

Size

A

Magnitude of the reinforcer changes the effectiveness
- not give too much or reinforcer loses its value
-too little, not motivating enough

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7
Q

Contingency

A

When the reinforcer is delivered ONLY for the target behavior, it is more effective

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8
Q

Schedules of reinforcement

A

Specifies how often particular behaviors receive reinforcement

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9
Q

Continuous schedule

A

Used for learning new behaviors, the behavior is reinforced every time

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10
Q

Intermittent schedule

A

Used to maintain behavior once a skill is acquired
- behavior reinforced only some of the time
- generates high response rates and prevents behavior from stopping

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11
Q

Fixed ratio schedule

A

A schedule of reinforcement after a fixed level of responses

Example) reinforce every 5th correct response

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12
Q

Variable ratio schedule

A

An average number of responses must be made before delivery of reinforcement

Example) slot machine

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13
Q

Fixed interval Schedule

A

It doesn’t matter how many times a behavior occurred, the person only gets the reinforcer once the response is given after a fixed amount of time

Example) receiving a paycheck

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14
Q

Variable interval schedule

A

Reinforcer is delivered for the first response that occurs after an unpredictable amount of time has passed

Example (email) ✉️

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15
Q

Systematic Desensitization

A

Treatment practices engaging in successive approximations towards target behavior

  • often paired with anxiety reduction exercises + positive reinforcement
  • used to treat phobias 🕷️ (gradually exposing to fear in relaxed state)
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16
Q

Demand Fading

A

Incrementally increase demands you place on the student across several sessions

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17
Q

Non contingent reinforcement

A

Reinforcing child without demands in place
Causes to be associated with reinforcement and become a reinforcer
(Rapport building)

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18
Q

Pairing

A

When child has associated you with reinforcement or good things

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19
Q

Pace

A

Increasing pace of instruction decreases escape behaviors

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20
Q

Interspersing

A

Mixing up easy and more difficult tasks

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21
Q

Wait program

A

Teaches student to accept denied request and wait for access to item

  • uses visuals and timers
  • student taught to wait for items/activity for incremental periods of time
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22
Q

Extinction

A

When the response no longer produces reinforcement

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23
Q

Response cost

A

Taking away reinforcer as a result of behavior
Example) taking care of keys away after missing curfew

24
Q

Functional behavior assessment

A

A collection of different procedures of gathering information on antecedents, behaviors, and consequences in order to determine the factors that lead to maintaining problem behavior

25
Q

Visual schedules

A

Pictures that communicate a series of activities / steps of a specific schedule

-gives sense of control, predictability, and choice over their schedule

26
Q

Means to an end visual

A

Shows individual when they are finished or when something new is going to happen (like a transition)

Example) timer, token board, first/then board

  • more likely to story on task if they can see when they get a break

[ Bright horizons ]

27
Q

Functional Communication Training

A

Use of appropriate communicative behavior to replace in appropriate behavior

28
Q

Social stories

A

A tool to teach children with autism how to act in social situations

29
Q

Transition program

A

Teaches student to easily transition by reinforcing systematic steps

1) first contrive transition by situations like moving from one chair to another

30
Q

Sensory Diet

A

The use of sensory activities/exercises to calm certain sensory needs

Example) activity schedule, replacement behavior that serves same purpose

31
Q

Over correction

A

Contingent on target behavior, individual must engage in tedious task directly related to the problem

32
Q

Restitutional Overcorrection

A

Learner is required to repair the situation to its original state

33
Q

Positive practice overcorrection

A

Learner is required to practice the correct form or the behavior/behavior that is incompatible as a result of the problem behavior

34
Q

Time out

A

Withdrawal of opportunity to receive positive reinforcement for specific time

35
Q

Phoneme

A

Smallest contrastive unit of sound system in language, helps shape articulation

36
Q

Intraverbal prompt

A

A question that leads child to correct response

37
Q

Video self modeling

A

When student views videos of themselves as examples of behavior

38
Q

Isolation

A

Teaches student to pair stimulus with reinforcement once it is paired, you mix it up with other stimulus (distractors)

39
Q

Mixed Trials

A

Mixing mastered SD’s with target SD’s to ensure discrimination

40
Q

Trial by trial data

A

Data is collected after each trial on whether or not the response was correct, incorrect, or mastered

41
Q

Probe Data

A

Data collected on initial trial
- only checks initial trial of each program/target to see whether teaching/prompting was enough to maintain target skill following day

42
Q

Transfer trial

A

When we re-present the original SD and use a lesser prompt than the first

-Hailey (Comp assessment)

43
Q

Error Correction

A

If child begins to emit an incorrect response do not allow to finish response

  • prompt to show correct response asap
  • use transfer trial to fade out prompt + distract or trial to come back to SD to test if they got it
44
Q

Cold probe

A

Used to record whether student was able to independently provide correct response upon first presentation of SD

(3 consecutive yes probes = mastered skill)

45
Q

Toy imitation

A

When teaching play skills, start with items student has shown interest in -> use 2 identical sets so teacher and student have one (SD: “do this”).

46
Q

Gross motor imitation

A

Imitation of body movements (SD= “copy me”)

47
Q

Fine motor imitation

A

Imitation of detailed, precise movements
- may use materials

(SD= “Do this”)

48
Q

Oral motor imitation

A

Imitation of movement of mouth, tongue, lips, face, head, often prereq to verbal imitation and speech

  • helps shape articulations & increase vocalizarions

(Ex: EC “Up”, “more”)

49
Q

Echoic

A

Repeating what was heard, auditory SD/discriminative stimulus, consequence = non specific reinforcement

(Anything that increases behavior that is not the object being said)

50
Q

Mand

A

Demand, command, asking or requesting. Asking for what one wants, then as a consequence getting it.

Acts as immediate reinforcement using communication.

51
Q

Tact

A

Coming into contact with the environment through one of our senses
- antecedent = non verbal stimulus in environment

Example) saying “popcorn” when you see popcorn

52
Q

Intraverbal

A

Responding to conversation, or a question

  • antecedent is verbal stimulus
53
Q

Listener Responding

A

Responding to manda of another

  • receptive language - not verbal behavior

👁️
(EC)

54
Q

Stimulus-stimulus pairing

A

Repeated pairing of neutral stimulus with a reinforcing stimulus ; neutral stimulus becomes conditioned as reinforcer,

++ increase in responding (automatic reinforcement)

55
Q

4 Functions of Behavior

A

1) gain attention
2) escape/avoid a task /situation
3) gain an item/tangible
4) gain automatic reinforcement