G. Behavior-Change Procedures Flashcards

(86 cards)

1
Q

Positive Reinforcement

A
  • Adding something the person likes right after a behavior

Example: Giving a sticker after cleaning up toys, cleaning up happens more often

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2
Q

Negative Reinforcement

A
  • Taking something away the person doesn’t like right after a behavior

Example: Ending a hard task when the person asks for a break, asking for a break happens more often

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3
Q

How to Design Reinforcement Procedures:

A
  • Choose a behavior you want to increase (like asking for help or following directions)
  • Use preference assessments to find what the person enjoys or wants to avoid
  • Clearly define the target behavior so anyone can recognize it
  • Decide how and when the reinforcement will be given (immediately, after every time, or sometimes)
  • Make sure the reward is something the person really likes or wants
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4
Q

How to Evaluate if it’s Working

A
  • Collect data on how often the behavior happens
  • Watch for increases in the behavior over time
  • If behavior isn’t improving, adjust the reinforcer, the timing, or how it’s delivered
  • Fade out reinforcement slowly once the behavior is strong and consistent
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5
Q

Differential Reinforcement

A

Use reinforcement to increase the behaviors we want and reduce the ones we don’t want, by being specific about what gets rewarded

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6
Q

DRA - Differential Reinforcement of Alternative Behavior

A
  • Reinforce a more appropriate behavior that serves the same purpose

Example: Reward asking for help instead of throwing materials

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7
Q

DRI - Differential Reinforcement of Incompatible Behavior

A
  • Reinforce a behavior that can’t happen at the same time as the problem behavior

Example: Reinforce sitting in a chair (can’t walk away and sit at the same time)

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8
Q

DRO - Differential Reinforcement of Other Behavior

A
  • Reward any behavior except the problem behavior

Example: Give a break if the student goes 5 minutes without yelling

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9
Q

DRL - Differential Reinforcement of Low Rates of Behavior

A
  • Reinforce the behavior when it happens less often

Example: Praise when the student only interrupts twice in 10 mins instead of five times in 10 mins

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10
Q

DRH - Differential Reinforcement of High Rates of Behavior

A
  • Reinforce the behavior when it happens more often
  • Example: Reinforce when a client answers 4 questions instead of just 1
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11
Q

DRD - Differential Reinforcement of Diminished Rates of Behavior

A
  • Reinforce the behavior when it occurs lower than the criteria

Example: Reinforce when a client screams 3 times instead of the previous time which was 5 times

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12
Q

With Extinction

A
  • Stop rewarding the problem behavior

Example: Ignore whining but reward calm requests

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13
Q

Without Extinction

A
  • Keep responding to the problem behavior if needed, but focus on reinforcing better behaviors

Example: Still respond to a tantrum, but heavily reward calm asking

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14
Q

How to Design It:

A
  • Clearly define the problem and replacement behaviors
  • Choose the type of differential reinforcement based on the situation
  • Select motivating reinforcers
  • Be specific about when and how reinforcement is delivered
  • Teach and prompt the desired behavior
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15
Q

How to Evaluate It:

A
  • Take data on both behaviors (problem and replacement)
  • Look for the problem behavior decreasing and the desired behavior increasing
  • If there’s no progress, tweak the reinforcer or the timing
  • Fade reinforcement gradually once the behavior improves
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16
Q

Noncontingent Reinforcement (Time-Based Reinforcement)

A
  • Also called Noncontingent Reinforcement (NCR)
  • You give access to something preferred (like attention, toys, breaks) no matter what
  • The reinforcer is delivered on a schedule, such as every 30 seconds or every 5 minutes
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17
Q

Types of Time-Based Schedules:

A
  1. Fixed-Time (FT)
  2. Variable-Time (VT)
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18
Q

Fixed-Time (FT)

A
  • The reinforcer is given at the same time interval

Example: Every 2 minutes, give a high-five or let them play with a toy

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19
Q

Variable-Time (VT)

A
  • The reinforcer is given at different times, based on an average

Example: On average every 3 minutes, sometimes 2, sometimes 4

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20
Q

Conditioned Reinforcer

A
  • A neutral item that becomes rewarding after being paired with something naturally reinforcing

Example: A token becomes valuable because it means “you’ll get a prize soon”

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21
Q

How to Establish Conditioned Reinforcers:

A
  • Pair the item (like a token or point) with things the person already likes

Example: Give a token, then immediately
give candy

  • Repeat this pairing until the person starts to want the token itself
  • Eventually, the token on its own increasing good behavior
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22
Q

How to Evaluate It:

A
  • Watch for an increase in good behaviors
  • Check if the person is motivated to earn tokens
  • If it’s not working, make sure the backup rewards are motivating
  • Over time, you can fade out the tokens and move to natural reinforcement
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23
Q

Motivating Operation (MO)

A
  • Changes how much someone wants a reinforcer and how hard they’ll work for it

Example: If a child is thirsty, juice becomes more powerful as a reward

  • Thirst = MO that makes juice more reinforcing
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24
Q

Discriminative Stimulus (SD)

A
  • A signal that a reinforcer is available if the right behavior happens

Example:
* A teacher says “Clean up” and gives a sticker for cleaning

  • The phrase “Clean up” is the SD, it tells the child that reinforcement is available for cleaning
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25
How to Use MOs in Behavior Plans:
* Set up the situation so the person really wants the reward Example: Don't give toys during free time if you plan to use them as a reward later * Withhold the reinforcer for a short time so it becomes more motivating Example: Have snack time later if you're using food as reinforcement
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How to Use SDs in Behavior Plans
* Use clear cues (like visuals, words, or signals) to show the person what behavior will earn reinforcement Example: Show a picture of "Quiet Mouth" when teaching sitting quietly * Be consistent with SDs so the person learns the pattern
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Putting It Together
* Make sure the person wants the reward (MO) * Give a clear cue that tells them what behavior to do (SD) * Reinforce the behavior when it happens
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Examples:
Goal: Increase asking for a break * MO: The child has been working for 10 minutes (they want a break) * SD: A visual that says "You can ask for a break" * Behavior: Child asks for a break * Reinforcer: They get the break
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Use MOs to make rewards more effective
* Make sure the person wants the reward before teaching Example: Don't give free access to toys if you plan to use toys as a reward for completing tasks
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Use SDs to give clear instructions or signals
* Teach the person that doing a behavior in response to the SD will earn them something good Example: A timer goes off (SD), and the child knows it's time to ask for a break
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Behavior is more likely to happen when:
* The person wants the reward (MO) * They know what behavior leads to the reward (SD)
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Simple Discrimination
* The person learns to do a behavior only when one specific cue (SD) is present * One cue - One response - Reinforcement Example: * A child sees the color red and stops. * Red is the SD that signals "stop," and the child learns to respond only to red, not green or yellow.
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Conditional Discrimination
* The correct response depends on more than one cue or condition * It usually involves matching or sorting based on a specific rule Example: * "Touch the red truck" when shown a red truck, red car, and blue truck. * The child must pay attention to both color and object to make the right choice
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How to Teach Simple Discriminations:
* Start with clear, obvious differences between choices * Use prompting and reinforcement when the person responds correctly * Gradually reduce prompts (fading) until they respond independently * Use error correction when needed
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How to Teach Conditional Discriminations:
* Use multiple cues (like color + shape or spoken instruction + object) * Teach matching-to-sample or following complex directions * Use visuals or prompts to help at first, then fade * Reinforce the correct response that depends on the right condition
36
How to Evaluate:
* Collect data on accuracy of responding * Check if the person: Responds only when the correct SD is present (simple) Responds based on all relevant cues (conditional) * Adjust teaching if errors are frequent or progress stalls
37
Most-to-Least Prompting
* Start with the most help (e.g., full physical prompt), then give less help over time * Good for teaching new or difficult skills Example: Hand-over-hand touch elbow gesture no prompt
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Least-to-Most Prompting
* Start with no help and only add prompts if needed * Good for learners who might get it without much support Example: Wait verbal cue model physical prompt
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Errorless Learning
* Use immediate, strong prompts so the person doesn't make mistakes while learning * Helps avoid frustration or incorrect responses Example: Immediately guiding the person to the right answer during early learning
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Stimulus Prompt
Change the material or environment to make the right answer stand out * Movement/gestural - point * Positional - closer * Redundancy - color Example: Highlighting the correct answer in a matching task 1. Take data on correct/independent responses 2. See if the learner is becoming more independent 3. Fade prompts slowly so the learner doesn't become prompt-dependent 4. If errors increase or learning slows, adjust the prompting strategy
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Response Prompt
Help the person do the behavior Example: Saying the correct answer, showing how to do it, or guiding their hands * Verbal * Physical * Modeling
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Prompt Fading
* Gradually removing help (prompts) so the person can do the behavior on their own * Helps prevent prompt dependence
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Prompt Delay
* Wait a few seconds before giving a prompt * Gives the person a chance to respond independently first Example: Say "What's your name?" → wait 3 seconds → if no answer, then say their name Can use: * Constant delay (same wait time every trial) * Progressive delay (slowly increase wait time)
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Response Prompt Fading
Gradually reduce the type or intensity of prompts Examples: * Physical to verbal prompts * Full physical - partial physical - gesture - no prompt
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Stimulus Fading
Change the materials to gradually remove the visual or physical cues that helped at first Example: Teaching letter matching: Start with a bright outline letter, then fade the outline over time
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How to Implement:
* Choose the right fading strategy based on the learner and skill * Go slowly—don't remove prompts too quickly * Track data to make sure the person is gaining independence * Adjust if the learner is making frequent errors or not improving
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Modeling
* Showing the person exactly how to do a behavior, so they can watch and copy it * Can be used to teach new or complex skills
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Live Modeling
A person shows the behavior in real time Example: A therapist shows how to wash hands step by step
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Video Modeling
A video shows someone doing the correct behavior Example: A child watches a video of another child greeting a friend
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Peer Modeling
Another learner or peer demonstrates the skill Example: A classmate shows how to ask for a turn on the swing
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How to Design Effective Modeling Procedures:
* Make sure the model demonstrates the behavior clearly * Use simple language or no words, depending on learner's needs * Repeat the model if needed * Use reinforcement when the learner imitates correctly * Combine with other supports like prompts
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Instructions
Tell someone exactly what to do How to Design Instructions: * Use clear, simple words * Make sure the person understands what to do * Keep it short and specific Example: Instead of "Be good," say "Sit in your chair with quiet hands"
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Rules
Explain the expected behavior and what will happen if they follow (or don't follow) it How to Design Rules: * State what the person should do, and what the result will be * Keep it positive when possible (focus on what to do, not what not to do) Example: "If you finish your work, you get to pick a game" or "When you raise your hand, the teacher will call on you"
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How to Evaluate:
* Check if the person follows the instruction without extra help * Watch to see if the rule changes the behavior If it's not working: * Simplify the language * Add prompts or models * Make the consequence stronger or more meaningful
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Shaping
Shaping means teaching a new behavior by rewarding small steps toward the goal
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Chaining
* Chaining means teaching a big task by breaking it into smaller steps * You teach each step one at a time, in order * Useful for tasks with a clear beginning, middle, and end (like brushing teeth or getting dressed)
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Forward chaining
* Teach the first step first, then the next, and so on. Example: First pick up toothbrush - then put toothpaste - then brush
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Backward chaining
* You help with all the steps except the last one, which the learner does. Example: You do all steps of tying a shoe, but the learner pulls the last loop
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Total task chaining
* Teach all steps at once, giving help as needed * Good if the learner can do many steps already
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Example: Washing hands
Steps: Turn on water → wet hands → soap → scrub → rinse → dry * Forward chaining: Teach "turn on water" first, help with rest * Backward chaining: You do all steps, but learner dries hands * Total task: Teach all steps in order, help where needed
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Trial-Based (Discrete Trial Training / DTT)
* Structured teaching: clear beginning, middle, and end * One trial = instruction - response - consequence * Repeated over and over (e.g., at a table, with prompts and rewards) * Good for new or hard skills Example: Teacher says "Touch red" - child touches red - gets praise or a treat
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Free-Operant
* Learner is free to respond at any time (no set trials) * No clear start/stop for each trial * Behavior is measured continuously (how often, how long, etc.) * Good for observing natural behavior or preferences
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Independent group contingency
* Everyone has the same rule, but only gets the reward if they meet it Example: "If you finish your work, you get a sticker." * Each child earns it on their own
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Dependent group contingency ("Hero")
* The whole group's reward depends on one person (or a few) Example: "If Sarah finishes her work quietly, the whole class gets extra recess." * Encourages peer support
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Interdependent group contingency
* Everyone must meet the goal for the whole group to earn the reward Example: "If the entire class stays on task for 10 minutes, you all get a prize." * Promotes teamwork
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Stimulus generalization
The behavior happens in new places, with new people, or with new materials Goal: Make sure the learner can use the skill in real life, not just in the teaching setting
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Response generalization
The learner uses different but similar behaviors to get the same outcome Goal: Make sure the learner can use the skill in real life, not just in the teaching setting
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Ways to Promote Stimulus Generalization (same response in different situations):
* Teach the skill in different locations → Practice saying "hi" at home, school, and the store * Use different materials → Teach sorting with different colored or shaped objects * Have different people teach it → Parents, teachers, or therapists give instructions * Vary the instructions slightly → "Clean up," "Pick that up," "Put it away" * Use natural reinforcers → Praise from peers, not just candy from a therapist
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Ways to Promote Response Generalization (new responses for the same purpose):
* Reinforce different correct responses → Learner says "Hi," "Hey," or waves—all are okay greetings * Model or teach variety in responding → Teach more than one way to ask for help * Accept responses that are close enough → If learner says "bathroom" or "I need to go," both are accepted
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Schedule Thinning
* Slowly give rewards less often (instead of every time) Example: First give a sticker after every correct answer, then every 3, then randomly * This helps the behavior last without constant reinforcement
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Use Naturally Occurring Reinforcers
* Switch from artificial rewards (like candy) to real-life rewards Example: Instead of giving tokens for saying "hello," the reward becomes positive social interaction (a smile or response from someone)
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Train in Natural Settings
* Practice the behavior in real environments like home, school, stores, etc. * This helps the learner use the skill when it counts
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Teach Others to Reinforce
* Train parents, teachers, or peers to notice and reward the good behavior Example: A teacher gives praise when a child raises their hand instead of shouting out
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Use Behavior Traps
* Get the learner "hooked" into a natural system of reinforcement Example: Teaching a child to read, now they enjoy books on their own, natural motivation keeps the reading going
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Punishment
A consequence that makes a behavior happen less often in the future
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Positive Punishment
* Add something after a behavior to reduce it Example: Extra chores after hitting (adds an unpleasant task) Overcorrection (Positive Punishment) Child must fix the problem and more Example: If they scribble on a desk, they clean all the desks
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Negative Punishment
* Take something away after a behavior to reduce it Example: Take away tablet time for yelling Time-Out (Negative Punishment): Child is removed from fun or attention after problem behavior Example: Child is moved to a quiet area for 2 minutes after hitting Response Cost (Negative Punishment): Takes away a reward or token Example: Lose a point or sticker for not following directions
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Emotional effects
* Crying, tantrums, withdrawal, aggression, or anxiety after using a procedure Example: A child starts screaming or becomes upset during time-out
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Elicited (reflex-like) effects
* Unlearned or automatic responses to a stimulus (not taught behaviors) Example: Flinching or tensing up when a loud noise or correction happens
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Monitor for Side Effects
* Even if a behavior plan works, side effects might make it unethical or harmful * We must monitor closely and adjust the plan if unwanted effects show up * Least restrictive and most positive methods should always come first
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Emergent relations
New skills or connections that appear on their own after teaching related ones Example: Teach A = B and B = C → the learner figures out A = C (even though you didn't directly teach it)
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Generative performance
Learner can apply what they learned to new situations, words, or problems Example: Learner hears a new sentence and still understands it because they know the pattern
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Teach with multiple examples
* Helps the learner notice patterns * E.g., teach "bigger" with blocks, balls, and animals
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Use stimulus equivalence training
* Teach connections like: * Word "dog" = picture of dog (A = B) * Picture of dog = spoken word "dog" (B = C) Learner figures out "dog" (written word) = "dog" (spoken)
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Use matrix training or recombinative generalization
* Teach some combinations (like "touch red ball," "throw blue cube") * Learner can now do new combos like "throw red cube" on their own
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Use relational frame theory (RFT) concepts
* Teach how things relate (bigger than, opposite of) so learners apply those relationships to new things