-
Negative Reinforcement
Aversive events that when negated or removed continengently, result in an increase in the frequency of a response.
Example: Turning on the air conditioning when you go into a hot room-removes the heat, thus making it more likely that you'll repeat that behavior.
-
Punishment
Procedures of reducing a behavior by presenting a stimuli or withdrawing certain others immediately after the behavior occurs.
You can't predict a punisher.
-
Extinction
Terminating the reinforcer for a response which results in a decrease of a response.
An important part of extinction is identifying what the reinforcer is.
The greater the amount of reinforcers earned, the greater amount of resistance to extinction.
-
Time-out
The loss of opportunity to earn reinforcement.
There are different types of time-out- isolation time-out, exclusion time-out, and non-exclusion time-out.
-
Response cost
Response-contingent withdrawal of previously earned reinforcers that results in a decrease of that response.
It should be used in later in treatment, during carryover, transfer, etc.
-
Avoidance
A behavior that prevents the occurrence of an aversive event.
Dr McL's def: Contact with the aversive stimulus does not occur as long as the correct response occurs which increases the future probability of that response.
Example: the client wants to avoid making you scowl when they have an incorrect production, so they try to only make correct productions.
-
Escape
Escape is where actual contact with the aversive stimulus is terminated. It is the act of avoiding or evading something undesirable.
- Example: When a client trys to leave the therapy room.
- Example from Dr. McL: White noise terminated immediately following 19 seconds of fluent speech.
-
Positive Reinforcement
Those events that when presented or delivered contingent upon a correct response increase the future probability of that response.
Can be edible, money, tokens, or social praise.
-
Token economy
The use of conditioned, generalized reinforcers in which tokens can be used and exchanged for a variety of things.
There must be a menu of things to choose from, one reward for a token is not a token economy. Token economy should always be paired with social reinforcement.
-
Informative feedback
Providing information regarding performance (beyond praise for correctness) that influences future performance.
Types: Biofeedback, Specific Verbal, and Visual.
-
Social Reinforcement
Reinforcers whose effects depend upon past learning through association with primary reinforcers.
Examples: Pat on the back, eye contact.
Disadvantage: may not work well for autistic children, neglected or abused children-but you still use it.
-
Reinforcement Schedule
A relationship between the number of responses and the amount of reinforcement or the responses and the time interval between delivery of reinforcement.
Two different types: continuous and intermittent.
-
What are the clinician's two basic clinical tasks?
Increasing desirable behaviors and decreasing undesirable behaviors.
-
What are consequences?
Those events that follow a behavior contingently and influence its future occurrence or nonoccurrence.
-
What do consequences determine?
-Whether a response will be learned
-Whether a response will be maintained
-The strength and frequency of a response
-
What are contingencies?
Contingencies are interdependent relationship between variables. For example: response --> consequence
-
What is treatment?
Treatment is the effective management of contingencies
-
What are the three C's of consequences and what do they determine?
- Consequences should be:
- -clearly formulated
- -consistently applied
- -continuously evaluated
*Consequences determine whether the response is learned.
-
What are consequences of a response?
Reinforcement and punishment.
*Should be empirically denoted
-
Define reinforcement:
those events that when made "conditional" response contingent will increase future probability, strength, and frequency of that response.
-
What are four common misunderstandings of positive reinforcers?
- 1) MYTH: Reinforcers are defined in terms of subjective feelings.
- FACT: Reinforcers are defined in terms of their effects.
- 2) MYTH: Reinforcers are determined beforehand (a priori)
- FACT: Reinforcers are determined after the fact by their demonstrated effect. 'a posteriori'
- 3) MYTH: Reinforcers are effective for all clients
- FACT: Reinforcers are effective for individual clients as evidenced by each client change in behavior.
- 4) MYTH: Reinforcers for a client will always be effective for that client.
- FACT: A reinforcer that is effective for a client might not always be effective for that client.
-
What are the types of positive reinforcement?
Primary (unconditional)
Social (conditioned)
Conditioned generalized reinforcers (Token economy)
Informative feedback
High probability behaviors (Premack Principle)
Multiple contingencies (combinations of the above reinforcers)
-
What is a primary reinforcer?
Reinforcers that do not depend on past experience due to their survival value: do not require a learning history.
Example: food, water, air, warmth, or social contact
-
Strengths/Advantages to primary reinforcers
-doesn't depend on past experiences
-very powerful especially given a deprivation state
-
Limitations of primary reinforcers
- -only effective given a deprivation state
- -susceptible to satiation
- -not a natural reinforcer for speech language pathology (doesn't occur in real life)
- -messy, interrupts the training sequence
- -health concerns-always get clearance from parent
- -expensive
-
What are the advantages of social reinforcement?
- -not susceptible to satiation
- -more natural for speech language behaviors
- -may promote generalization
- -does not interrupt sequence of training
-
What are the disadvantages of social reinforcement?
-Weakest in certain populations/histories like autism, children of abuse
-
What is a conditioned generalized reinforcer?
- Conditioned: depends on previous learning history
- Generalized: does not depend on a specific motivation/deprivation.
- Reinforcer: increases response when delivered contingently.
- Reinforcers that do not depend upon a particular motivation because their history is generalized across or associated with a variety of other reinforcers. (variety refers to back up menu of reinforcers)
-
Strengths/Advantages of a conditioned generalized reinforcer
- -does not depend on single state of deprivation
- -easy to administer
- -do not interrupt the training sequence
- -may be able to record a large # of responses for a specific reinforcement
-
What are the limitations/disadvantages of conditional generalized reinforcers?
-Requires a variety of reinforcers which may be expensive to maintain.
Caution: should be paired with social reinforcers and thinned out gradually.
-
What are the types of informative feedback?
- -Biofeedback
- -Specific verbal feedback
- -Visual feedback
-
Define biofeedback
A type of informative feedback that is information regarding physiological performance.
Example: electromyography, galvanic skin response, nasometer & or Seescape
-
Define Specific Verbal Feedback
-detailed verbal information regarding performance regarding articulatory placement, production of language structures, fluent production, easy onset, etc.
-
Define Visual information
-illustrating success or progress graphically: usually more relevant to overall performance than to specific responses
Example: sports games, balloon games, racetracks for children; simple graphing of progrsesing for adults.
-
What are high-probability behaviors?
A behavior of high probability is made available contingent on the occurrence of a low probability behavior.
Example: would involve access to puzzle/listening to music following production of a specificed # of correct responses.
-
In continuous reinforcement...
- Every correct response is reinforced.
- Strength: can generate a very high rate of response quickly.
- Limitation: very susceptible to extinction (and satiation when primary reinforcers are used)
-
In intermittent reinforcement: FIXED RATIO
- (FR____)
- A predetermined number of correct responses is required for a reinforcer.
- For example: FR3 means that every 3rd correct response is followed by a reinforcer.
- Strengths:
- -Can gradually generate more responses with the same amount of reinforcement by increasing the ratio.
- -Generates an "all or none" cyclical response pattern-the subject is either working very hard or not at all.
- -Similar to "piecework" in which workers are paid for a specific # of "pieces" produced.
- Limitations:
- -Ratio strain can occur if the ratio is increased or "stretched" too far, too fast.
-
In intermittent reinforcement: VARIABLE RATIO
- (VR____)
- The # of correct responses to earn a reinforcer varies around a specified average.
For example: if reinforcement follows 1st, 7th, 3rd, 4th, 10th, 8th responses=30 responses that resulted in 6 reinforcers-30 responses/6 reinforcers=VR6
- Strengths:
- -More powerful than fixed ratio for developing sustaining (vs. creating/establishing) behaviors
- -Better for developing consistent high rate of responding.
-
In intermittent reinforcement: FIXED INTERVAL
- (FI____Mins)
- Reinforcement is made available for the first correct response following a specified duration of time.
- Strengths
- -Rate of response increases as the interval passes; generates a "scalloped" response pattern.
- Limitations
- -does not encourage consistent responding
- -responding is predictably associted with "anticipated" end of interval.
For example: FI3 would require 3 minutes to pass, then the next correct response would be reinforced.
-
In intermittent reinforcement: VARIABLE INTERVAL
- (VI____Mins.)
- Reinforcement is made available for the first correct response following variable durations of time that vary around a specified average.
For example: VI3 would mean that the first correct response that followed durations that all vary but average around 3 minutes in duration would be reinforced.
-
DRO
Differential Reinforcement of Other behaviors
"Catching them being good" and reinforcing it.
-reinforcing any other behavior than the undesirable behavior.
-
DRA
Differential Reinforcement of an Alternative (better) behavior
For example: Reaching and vocalizing vs throwing a tantrum
-
DRI
Differential Reinforcement of an Incompatible Behavior
Example: fluency- stuttering. By reinforcing fluency, and fluency then increasing, stuttering decreases.
-
Paradoxical Effect
Increase in aversive behavior after a mild aversive punishment.
When punishment actually acts as a reinforcer...
|
|