PSY 3103
Components of Past Reinforcement of imitation
1. Behaviour (boy imitating mom's behaviour instead of dad's) 2. Models (successful people = more reinforcement) 3. Contexts (swearing with peers vs with parents)
Steps of BMOD
1. Choose a behaviour 2. Define the behaviour 3. Functional analysis of B 4. Measuring the ABCs to get a baseline 5. Collecting data 6. Experimental designs (ABA) to test the effectiveness of intervention 7. Evaluate the results
Fading guidelines
1. Choose final desired stimulus 2. Select appropriate reinforcer 3. Choose starting stimulus and fading steps 4. Put plan into effect
Problems with rules
1. Does not facilitate adaptation to exceptions to the rule 2. Cannot capture all the subtleties of the natural contingencies 3. Behaviour becomes contingent on the rules rather than environmental stimuli and feedback
Factors influencing acquisition of information
1. Model's behaviour has practical value and reinforcing consequences 2. Similarity of observer and model 3. Similarity of behaviour 4. Reinforcement for vigilance and attention 5. Visibility of modeled behaviour 6. "easiness" of modeled behaviour
Ways to measure behaviour in BMOD
1. Number of times 2. Frequency (#/hour) 3. Time of duration 4. Percentage of some task 5. Rating scales
The Relative Nature of Sensory Stimulation
1. Other stimuli in the stimuli collage make it reinforcing or punishing (TV on in quiet room, or with kids screaming) 2. Novel vs. Familiar (novel exciting, familiar boring) 3. Recovery of excitement of stimulus (didn't listen to the song all summer, listen to it again 3 months later and it's exciting again. takes less time to habituate second time though) 4. Individual differences in types of sensory input 5. Individual differences in "tastes" 6. Sleep/wake cycles 7. Sickness/fatigue
3 Phases of Learning from Prompts
1. Prompting Target behaviour is prompted 2. Reinforcement. Strengthened prompted behaviour 3. Fading Gradual removal of prompts so that the behaviour is under control of natural reinforcers
Benefits of Rules
1. Quick way of learning 2. Requires that we understand language, but other than that, not much 3. Easy to learn without trial and error
Components of Model Behaviour
1. Seeing overt consequences 2. Seeing emotional responses to behaviour 3. Admiration of model
Determinants of strong conditioning
1. Strong USs 2. Novel US and CS 3. More pairings of CS with US 4. CS BEFORE US 5. Short time lags between CS and US 6. Cognitive processes
SDs for following rules
1. The rule - If following certain rule is reinforced, rule is an SD now 2. The context - Various contextual cues will act as SDs or SDeltas for the rule based on whether or not they had been reinforced in that context before
Times advice doesn't work
1. The rule is not obviously true 2. Rewards are in the distant future 3. Rule makes person do something aversive, strange, or uncomfortable
Ways rules are conceptualized
1. They are verbal behaviours 2. The effects are not directly impacting the world 3. The effects are mediated through other people who carry out the rules we use
Four reasons why behaviour modification is effective
1. Utilizes carefully designed behavioural definitions 2. Behaviour modification draws on extensive scientific research to design strategies that are likely to be effective 3. Behaviour principles show us how to make behavioural change easy and rewarding 4. Scientific methods of BM help us collect data on our behaviour to see which plans work best and which need improving
Times rules are helpful for learning
1. When reinforcers are few and far between, rules can create "behavioural persistence" 2. When the reinforcers are too distant in the future to alow differential reinforcement, rules can guide a behaviour and show its connection with future reinforcers 3. Avoid risk for punishment without making mistakes
Context cues for following rules
1. Who gives the rule (boss or homeless dude) 2. Tone of voice of rule, and how it's presented (flippantly or seriously) 3. Authority of rule-giver
Law of contrast
A law of association holding that events that are opposite from each other are readily associated.
Chains of behaviour
Defining a target behaviour in terms of several smaller steps that are joined together in a chain of activities (Example: to get a higher pole vault, deal with sprinting, how to hold the pole, how to spring off the ground, how to twist the body, and how to land.)
Temporal arrangements of stimuli
Delayed conditioning Trace conditioning Simultaneous conditioning Backward conditioning
Coping models
Demonstrate skills an observer needs to cope with the problems of moving up one or two steps
Data collection techniques
Direct observation Indirect observation Questionnaires
Types of inverse imitation
Dislike (if you don't like X person, do the opposite of them) Negative consequences to model (watch parents fight every day, swear to never have a relationship like them) Nonconformists (being rewarded for not conforming, being different)
Basic conditioning phenomena
Extinction Spontaneous recovery Disinhibition
Explicit knowledge
Gained from learning by rules; thinking about a behaviour in terms of rules and equation-like behaviours
Laws of Association
L.O Similarity LO Contrast LO Continuity LO frequency
Response facilitation
Model's behaviour is an SD for engaging in similar behaviour, but effects are fleeting. No learning of behaviours.
Vicarious classical conditioning
Model's behaviour provides CSs that elicit VERs through higher order conditioning, and the original NS becomes a CS with the VERs becoming CERs (Seeing friend playing banjo and is enthusiastic about the music, her banjo music may become a CS for the CER of pleasure)
Reinforcement for vigilance and attention
More vigilance means more imitation, and increase vigilance by: 1: Differential reinforcement for paying attention 2: Observational learning by seeing other people pay attention 3: Prompts to pay attention (pointing) 4: Rules (watch how they do it then you can do it yourself)
S-R Learning
NS becomes directly associated with the UR
S-S Learning
NS becomes directly associated with the US
Types of deprivation
Natural deprivation (don't notice the deprivation until after) Deliberate deprivation (not eating before going out for sushi) Compulsory deprivation (spouses working in different cities, can't have sex for two weeks)
Modeling effects
Observational learning Inhibitory and disinhibitory effects Response facilitation
Problems with PP
Only suppresses behaviour Doesn't teach new behaviour Can condition responses that interfere with wanted behaviours
Observing responses
Operants that are reinforced by information Most likely to be done in times of uncertainty--if we don't know much about the environment/situation, information is more reinforcing
LImitations to CC
Overshadowing Blocking Latent inhibition
Determinants of performance of imitated behaviour
Past reinforcement Present reinforcement
Stimulus-substitution theory
Pavlov believed this The CS acts as a substitute for the US
Models
People who first display a behaviour, can be real or symbolic
Observers
People who watch/see/hear/read about the behaviour of the model, passively or actively
Types of prompts
Physical guidance Mechanical prompts Pictures Gestures Words
Tokens
Physical objects used as secondary Rs or Ps which stand for other kinds of Rs or Ps (Prizes, medals, diplomas)
Occasion setting
Place/stimulus signals CS will probably be paired with US (Dog in the kitchen vs. living room)
Why punishment is used
Primary punishment is extremely effective and doesn't lose power over time Also, since it's effective it's reinforcing to person administering punishment
Secondary reinforcers and punishers
Ps and Rs that we respond to because they regularly precede and predict primary reinforcers and punishers (learned R/P)
Primary Reinforcers and Punishers
Ps and Rs we are biologically prepared to respond to without any prior learning
Proacting
Responding in anticipation of the onset of aversive events
Things that Effect PR power
Satiation Deprivation
Location
Sequence, form, or location of a response relative to the external environment
Chains of operants
Sequences of operants which join together to make an operant behaviour chain. Secondary R and P plan important roles in explaining these. Usually, it goes operant, SR, operant, SR, etc. There can be PRs too
Law of similarity
Similar things appear to be grouped together
Common Secondary R/P
Social R/P (attention, learning subtle discriminations) Tokens Generalized
Premack principle
States that high-probability behaviours can be used as reinforcers for performing a low-probability behaviour, and low-probability Bs can be used as punishers for high-probability Bs
Generalized punishers
Stimuli that are predictive of a variety of different kinds of punishment across a broad range of circumstances. (frowns, legal devices, etc.)
Controlling variables
The antecedent and the consequence that explain why a person does a behaviour
Preparatory-response theory
The purpose of the CR is to prepare the organism for the presentation of the US
Topography
The sequence (path of movement), form, location of components of a response relative to the rest of the body (HOW it is done in relation to the organism, not the environment)
Latency
The time between the signal for a response and the beginning of a response
Sensory stimulation
The total amount of stimulation coming at us from all parts of he stimulus collage--outside and inside the body Can work as a R or P depending on the amount and our threshold
The Role of USs
They elicit URs Most function as primary R or P
Law of continuity
Things together time-wise are often readily associated (thunder and lightning)
Duration
Time beginning to end of a response
Pivotal skills
central skills that open doors to many healthy and functional learning experiences
Group experimental designs
experimental designs where we compare a group's behaviour to the control group
Behaviour principles
generalizations about the causes of our thoughts, feelings, and actions
Extensions of CC
higher order conditioning sensory preconditioning
Observational learning
learning new behaviours through imitation. Most likely to work if the modeled behaviour is close to what person can already do. It's efficient and quick.
Acquisition
perceiving and remembering information about a model's behaviour
Reacting
responding after the onset of aversive events
Response-produced stimuli
secondary reinforcer stimuli that are produced by the prior response in an operant chain
Generalized reinforcer
stimuli that are predictive of a variety of different kinds of reinforcement across a broad range of circumstances (money, social attention)
Alternating-treatment designs
test the efficacy of two ore more different treatments by alternating among them in clearly different stimulus situations
Mastery models
the final steps of mastering a skill, without showing the early stages
Reinforcement
the operation of presenting or removing a reinforcer when a response occurs Describes the relationship between the behaviour and the reinforcer, not only one
Behaviour modification
the systematic and scientific use of behaviour principles to the task of changing someone's target behaviour--whether yourself or someone else
Key determinants of behavioural performance
there are SDs present that signal that imitation has been rewarded in the past there are SDs that signal that the imitation behaviour will be rewarded now
Performance
using acquired information to carry out a relevant behaviour
Vicarious emotional responses
when an observer takes part in the feelings and emotions of other people, learned through CC
Multiple-baseline design
begin baseline observations on any of the two or more things/people/settings/time being studied then gradually shift each one to the experimental intervention
Compensatory-response model
Compensatory after-reactions to a US may come to be elicited by a CS
Functional analysis
When we hypothesize about As and Cs to figure out which stimuli control the behaviour in BMOD
Prompt
A supplemental antecedent that increases the likelihood that a behaviour will occur, but is not the final SD
Contingency-specifying stimuli (contingencies of reinforcement)
A: when to do something B: what to do C: What will happen when you do it
Three functions of secondary R and Ps
AS CSs: 1. They elicit reflexive responses with emotional components 2. They are consequences that modify the prior operant behaviour AS SDs: 3: they set the occasion for subsequent operant behaviours
Things that Effect PP power
Adaptation Threshold effect (A certain "amount" of punisher must be present before it is aversive)
Imitation
Behaviour change traced to modelled behaviour, whether it be immediate, delayed, or never
Inverse imitation
Behaviour that is opposite of model's Reinforcement for complementary or otherwise different behaviour from model's (learning how to dance, for instance)
two general classes of behavioural problems
Behavioural deficits and excesses
Task analysis
Break each task/skill into its component parts and analyze complex behaviours and sequences of behaviour into their component responses
Inhibitory and disinhibitory effects
Change in the probability of expressing a behaviour already in repertoire
Simple mechanisms of learning
Habituation sensitization
Law of Frequency
Higher the frequency of pairing the two items, the stronger the association
Response dimensions
Topography Location Latency Duration
Multiple Baseline Designs
Two or more things being studied at once, and you start the intervention for each variable at different times. This is good if you don't want to put a behaviour on reversal for ethical reasons or you can't.
Rules
Verbally encoded guidelines like instructions, suggestions, or hints that tell us how to respond in various situations. Generally tell us the contingencies of reinforcement.
Vicarious reinforcement and punishment
When CERs have been learned through vicarious classical conditioning, the CSs serve as secondary R and Ps for observer
Trace conditioning
When NS is finished before US starts (almost as effective as delayed when trace intervals are short)
Delayed conditioning
When onset of NS precedes onset of US and the two overlap (Best kind)
Command
a rule enforced by consequences that the rule giver controls
Good advice
a rule whose use is reinforced by the natural consequences of following the rule