FRHD 3150 Study Guide - Midterm Guide: Bandura, Aversion Therapy, Equivalence Class

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Punishment
- positive = aversive stimuli
- negative = removing a reward
Reinforcement and Punishment
- + reinforcement = reward
- - reinforcement = removing aversive
- + punishment = aversive stimuli
- - punishment = removing reward
*reinforcement increases likelihood of behaviour
increase
*punishment increases the likelihood of behaviour
decrease
*negative = absence of stimuli
*positive = presence of stimuli
Direct and indirect effect
- direct = immediately
- indirect = after a delay
Types of punishers
*Pain-inducing punishers
- pain or discomfort; +; unconditioned
*Reprimands
- aversive verbal stimuli; +; conditioned
*Time outs
- negative
-exclusionary: very little to no reinforcement
-non-exclusionary: some reinforcing stimuli
*response cost
- remove specific amount of reinforcement; -;
token economies
Effective punishment
- vary the punisher
-behaviour not behaver
-immediate punishment = more effective
Problems with punishment
- can induce aggression, fear, avoidance, modeling
When to use + punishment
- some behaviour problems
Escape conditioning
-removal of aversive stimuli
- acts as reward
- increase behaviour
*problems
-aversive stimuli must be present
-behaviour difficult to generalize and maintain
Avoidance conditioning
-increase behaviour through motivation to prevent
aversive stimuli
Both
- use with caution
Respondent conditioning
- more pairings make stronger conditioning
Higher order pairing
*first order
- food > salivation food + bell > salivation bell >
salivation
*second order
- bell > salivation bell + light > salivation light >
salivation
Eliminating conditioned response
*respondent extinction
- present bell but withhold food
*counter conditioning
- response that is incompatible with CR
Aversion therapy
- counter conditioning
-some ethical concerns
Emotions
- sensations
- physiological reaction
- expressions
- interpretations
* + reinforcement = happiness
* - reinforcement = relief
* + punishment = anxiety
* - punishment = anger
Cognitions/thinking
- imagery= conditioned seeing
*self talk
-operant = process, problem solve
-respondent = paired with emotions
Stimulus generalization
- occur b/c of physical similarity, stimuli in
common-element class, stimuli in equivalence class
Response generalization
- occur b/c of physical similarity of responses,
minimal physical similarity, functionally equivalent
responses
Programming
- training situation and target situation
*stimulus generalization
- train in target situation
-multiple stimuli
*response generalization
- train variety of responses
Maintenance
- natural rewards
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