Save
Upgrade to remove ads
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

ABA Exam 2

Chapter 4

TermDefinition
Abolishing Operation (AO) A motivating operation that decreases the reinforcing effectiveness of a stimulus, object, or event.
Acquisition When a person is learning a behavior or engaging in the behavior for the first time
Aversive stimulus The stimulus that is removed or avoided after the behavior
Avoidance behavior The occurrence of the behavior prevents an aversive stimulus from occurring.
Backup reinforcer Tangible objects, activities, or privileges that serve as reinforcers and that can be purchased with tokens.
Concurrent operants A number of different behaviors or response options are concurrently available for the person
Concurrent schedules of reinforcement All of the schedules of reinforcement that are in effect for a person's behaviors at one time
Conditioned reinforcer A stimulus that was once neutral but became established as a reinforcer by being paired with an unconditioned reinforcer or an already established conditioned reinforcer.
Consequence The result of behavior
Contingency When the response produces the consequence and the consequence does not occur unless the response occurs first
Continuous reinforcement (CRF) schedule A schedule of reinforcement in which each instance of the behavior is followed by the reinforcer.
Deprivation A type of establishing operation that increases the effectiveness of most unconditioned reinforcers and some conditioned reinforcers.
Escape behavior The occurrence of the behavior results in the termination of an aversive stimulus that was already present when the behavior occurred.
Establishing operation (EO) A motivating operation that establishes (increases) the effectiveness of some stimulus, object, or event as a reinforcer.
Fixed interval (FI) schedule A reinforcement schedule in which the reinforcer is given for the first response that occurs after a fixed time interval has elapsed.
Fixed ratio (FR) schedule a schedule of reinforcement in which reinforcement occurs following a set number of behaviors
Generalized Conditioned Reinforcer When a conditioned reinforcer is paired with a wide variety of other reinforcers
Intermittent reinforcement schedule Reinforcement is delivered after only SOME of the desired responses occur.
Maintenance Once the person has acquired or learned the behavior, an intermittent reinforcement schedule is used so that the person continues to engage in the behavior.
Motivating operations (MO) An environmental variable that alters the reinforcing effectiveness of some stimulus, object, or event.
Negative reinforcement The occurrence of a behavior is followed by the removal of a stimulus (an aversive stimulus) or a decrease in the intensity of a stimulus, which strengthens the behavior.
Operant behavior A behavior that is strength ened through the process of reinforcement
Positive reinforcement The occurrence of a behavior is followed by the addition of a stimulus (a reinforcer) or an increase in the intensity of a stimulus, which strengthens the behavior.
Premack principle A principle that states that making the opportunity to engage in a high-probability behavior contingent on the occurrence of a low-frequency behavior will function as reinforcement for the low-frequency behavior.
Reinforcement The process in which a behavior is strengthened by the immediate consequence that reliably follows its occurrence.
Reinforcer The consequence that strengthens an operant behavior
Response One instance of a behavior
Response effort The amount of ease or difficulty with which a person can complete a task. This influences the frequency with which the task will be performed.
Satiation A decrease in the frequency of operant behavior is presumed to be the result of continued contact with or consumption of a reinforcer that has followed the behavior.
Schedule of reinforcement Specifies whether every response is followed by a reinforcer or whether only some responses are followed by a reinforcer.
Stimulus An object or event that can be detected by one of the senses, and thus has the potential to influence the person
Token A neutral stimulus that can be used as a conditioned reinforcer to modify human behavior in a token reinforcement program.
Unconditioned reinforcer Reinforcers that require no prior experience with them to function as reinforcers due to their biological importance.
Variable interval (VI) schedule A reinforcement schedule in which the reinforcer is given for the first response after a variable time interval has elapsed.
Variable ratio (VR) schedule a schedule of reinforcement in which the number of responses needed for reinforcement varies each time, around an
Created by: ananda_
 

 



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