Save
Busy. Please wait.
Log in with Clever
or

show password
Forgot Password?

Don't have an account?  Sign up 
Sign up using Clever
or

Username is available taken
show password


Make sure to remember your password. If you forget it there is no way for StudyStack to send you a reset link. You would need to create a new account.
Your email address is only used to allow you to reset your password. See our Privacy Policy and Terms of Service.


Already a StudyStack user? Log In

Reset Password
Enter the associated with your account, and we'll email you a link to reset your password.
focusNode
Didn't know it?
click below
 
Knew it?
click below
Don't Know
Remaining cards (0)
Know
0:00
Embed Code - If you would like this activity on your web page, copy the script below and paste it into your web page.

  Normal Size     Small Size show me how

Module 27

UNIT 4 Operant Conditioning

TermDefinition
Law of Effect Thorndike's principle that behaviors followed by favorable consequences become more likely, and that behaviors followed by unfavorable consequences become less likely.
Operant Chamber in operant conditioning research, a chamber (also known as a Skinner box) containing a bar or key that an animal can manipulate to obtain a food or water reinforcer; attached devices record the animal's rate of or pressing or key pecking.
Reinforcement in operant conditioning, any event that strengthens the behavior it follows.
Shaping an operant conditioning procedure in which reinforcers guide behavior toward closer and closer approximations of the desired behavior
Discriminative Stimulus in operant conditioning, a stimulus that elicits a response after association with reinforcement (in contrast to related stimuli not associated with reinforcement).
Positive Reinforcement increasing behaviors by presenting positive reinforcers. A positive reinforcer is any stimulus that, when presented after a response, strengthens the response.
Negative Reinforcement increasing behaviors by stopping or reducing aversive stimuli. A negative reinforcer is any stimulus that, when removed after a response, strengthens the response. (Note: Negative reinforcement is not punishment.)
Primary Reinforcer an innately reinforcing stimulus, such as one that satisfies a biological need.
Conditioned Reinforcer a stimulus that gains its reinforcing power through its association with a primary reinforcer; also known as a secondary reinforcer.
Reinforcement Schedule a pattern that defines how often a desired response will be reinforced.
Continuous Reinforcement Schedule reinforcing that desired response every time it occurs.
Partial (Intermittent) Reinforcement Schedule reinforcing a response only part of the time; results in slower acquisition of a response but much greater resistance to extinction than does continuous reinforcement.
Fixed-Ratio Schedule in operant conditioning, a reinforcement schedule that reinforces a response only after a specified number of responses.
Variable-Ratio Schedule in operant conditioning, a reinforcement schedule that reinforces a response after an unpredictable number of responses.
Fixed-Interval Schedule in operant conditioning, a reinforcement schedule that reinforces a response only after a specified time has elapsed.
Variable-Interval Schedule in operant conditioning, a reinforcement schedule that reinforces a response at unpredictable time intervals.
Punishment an event that tends to decrease the behavior that it follows.
Created by: chujacqueline
Popular Psychology sets

 

 



Voices

Use these flashcards to help memorize information. Look at the large card and try to recall what is on the other side. Then click the card to flip it. If you knew the answer, click the green Know box. Otherwise, click the red Don't know box.

When you've placed seven or more cards in the Don't know box, click "retry" to try those cards again.

If you've accidentally put the card in the wrong box, just click on the card to take it out of the box.

You can also use your keyboard to move the cards as follows:

If you are logged in to your account, this website will remember which cards you know and don't know so that they are in the same box the next time you log in.

When you need a break, try one of the other activities listed below the flashcards like Matching, Snowman, or Hungry Bug. Although it may feel like you're playing a game, your brain is still making more connections with the information to help you out.

To see how well you know the information, try the Quiz or Test activity.

Pass complete!
"Know" box contains:
Time elapsed:
Retries:
restart all cards