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SKinner

TermDefinition
View of humans like machines, empty organisms (deterministic). Allways concious thoughts
Focus of psychology observable behavior only
Research subjects + theory influences rats and pigeons
Operant conditioning behavior shaped by reinforcement
Operant Behavior More important than respondent behavior for understanding behavior
Continuous Reinforcement Schedule - Fixed Ratio Reward every-time button is pressed. Best schedule for quick establishing a behavior
Operant & Respondent Behavior Skinner Distinguished between two types of behavior
Triadic Reciprocality The idea that behavior is determined through the interaction behavioral, cognitive, and environmental factors. TRI for the three factors.
Succesive Approximations Used by skinner to explain development of complex human behavior.
Primary Reinforcer Innate, biological, and immediately satisfying. - Food is an example of ...
Partial Reinforcement - Variable Ratio Random button presses. Best schedule for quick establishing a behavior that will continue even when reinforcers aren't given
Positive Punishment Speeding Ticket
Reinforcement Behavior controlled by its consequence
Respondent Behavior Response elicited by a specific stimuls - Automatic or learned - learned EX pavlovs, bell > food
Operant Behavior
Secondary Reinforcer Learned, socially or culturally conditioned, and context-dependent. - ex money, awards
Token Economy Get tokens as rewards, then use the tokens to buy prizes. - best in closed systems - behavior reverts when rewards/tokens stop
Fixed-Interval Employee paid weekly
Early Life Stable, strict rules home life, loved inventing and mechanics. Wanted to be a writer, failed
Thorndike's law of effect Behaviors followed by satisfying consequences (rewards) are more likely to be repeated, while behaviors followed by unpleasant consequences (punishments) are less likely to recur.
Self Control Acting to alter the impact of external: - stimulus avoidance - self-administered satiation - Aversive stimulation - self reinforcement
Shaping (Successive Approximations) Reinforce behaviors in successive stages that more close approximate the final desired behavior
Created by: JMeowK
 

 



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