Test 1 Flashcards

1
Q

Therapy Dynamics/Skills

A

communicating expectations, enthusiasm/animation/volume, seating/arrangements/proximity/touch, preparation/pacing/fluency,
antecedents: alerting stimuli, cueing, modeling, prompting
direct teaching: learning modalities, describing, demonstrating, questioning, wait time
stimulus presentation: shaping
positive reinforcers: verbal praise, tokens and primary reinforcers
correct feedback in the therapeutic process
data collection
probing
behavioral management
troubleshooting

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2
Q

Therapeutic Mindset

A

anticipate, evaluate, and interact

interact: interpersonal demeanor, non-verbal behaviors

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3
Q

Normative Strategy

A

base goals on known developmental sequences of communities behaviors in normally achieving individuals

  1. targets are taught in the order they developmentally emerge
  2. most effective for articulation and language with children
  3. least effective for adults, voice and fluency
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4
Q

Client Specific Strategies

A

base goals on client’s specific needs for communication rather than developmental norms

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5
Q

Goal Writing/Behavioral Objectives

A

“Do” statement: action
Use words such as: point to, name, ask, write, label, vocalize, count, tell…
Avoid: understand, learn, remember, apply etc.

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6
Q

Condition

A

situation in which the target behavior will be performed example: spontaneously, cued, given a list of words

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7
Q

Criterion

A

what is the target? examples: 90% accuracy, less than 4 errors in 3 consecutive sessions, 80% accuracy over 2 sessions

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8
Q

Treatment Sequence

A

Eval and Planning: diagnostic eval, treatment plan
Getting the new behavior to occur: strategically teach the desired behavior
Habituating the new behavior: make the new behavior a habit in the therapy setting
Generalize the new behavior: help the client perform the new activities outside the therapy room setting

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9
Q

Session Design

A
The clinician:
gives instruction
presents stimulus
waits for a response
responds
presents appropriate reinforcer
records data
removes stimulus 
The start the process over
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10
Q

Continious Reinforcer

A

a reinforcer is presented after a correct response, more prone to extinction

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11
Q

Intermittent Reinforcer

A

only some of the correct responses are followed by a reinforcer

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12
Q

Fixed ration Reinforcer

A

set number of correct responses, so every 3 correct answers gets the reinforcer

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13
Q

Fixed Interval Reinforcer

A

set number of time receives the reinforcer, so every minute, every 3 minutes etc

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14
Q

Variable Ratio Reinforcer

A

reinforce after a few specific responses, no fixed time frame

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15
Q

Variable Interval Reinforcer

A

reinforce after a time, the time is not fixed

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16
Q

Reinforcement Principles

A
  1. Positive Reinforcement: Strengthens behavior
  2. Successive Approximation: develops a new behavior, tiny rewards toward a goal
  3. Modeling: develops a new behavior, the clinician gives the client models during the session
  4. Queueing: develops new behavior, but you’re giving a queue or a prompt, something to get the new behavior that you want.
  5. Substitution: Substitution is to help maintain new behavior. If you think of substituting one thing for another– for example, if you’re using a token reinforcement system, what you’ll want to end up doing is substituting verbal reinforcement.
  6. Intermittent: Intermittent reinforcement also maintains new behaviors
  7. Satiation: Satiation stops inappropriate behavior
  8. Extinction: stops a behavior
  9. Incompatible Alternative: will stop the behavior by giving them 2 things they can’t do at the same time
  10. Negative Reinforcement: stop a behavior, losing toys, losing privileges
17
Q

Behavior

A

anything that a person does

18
Q

Stimulus

A

something that attracts your attention

19
Q

Response

A

Reaction to the stimulus

20
Q

Antecedent Event

A

event that precedes an event

21
Q

Fading

A

when you start the removal of a stimulus

22
Q

Approach Motivation

A

means that the client is approaching this because they think they’re going to get a reward

23
Q

Contingent Event

A

something that follows a response, could be a reward

24
Q

Avoidance Motivation

A

the client thinks there is a penalty

25
Q

Modeling

A

you give an example, demonstrating the behavior

26
Q

Guidance

A

a prompt or que

27
Q

Extinction

A

withhold reward

28
Q

Shaping

A

Shaping is where you take something and you mold it a little bit better to get something better

29
Q

Token Economy

A

token economy is a reinforcing principle. And it’s where you’re giving tokens themselves as the reinforcer.

30
Q

Multi-phonetic Approach

A

designed for an individual with multiple articulation errors, originally designed for children with cleft pallets