Operant

Cards (27)

  • Operant conditioning was discovered by B.F. Skinner in the mid-20th century
  • Skinner's work focused on the mechanism of reward and punishment for behaviors
  • Behaviors followed by positive outcomes are reinforced, while those followed by negative outcomes are discouraged
  • Operant conditioning is a theory of learning where behavior is influenced by its consequences
  • Behavior that is reinforced will likely be repeated, and behavior that is punished will occur less frequently
  • Skinner believed that studying observable behavior is more productive than studying internal mental events
  • Skinner's work was based on Thorndike's Law of Effect, which states that behavior followed by pleasant consequences is likely to be repeated
  • Skinner conducted experiments using animals in a "Skinner Box" to study operant conditioning
  • A Skinner Box is a device used to objectively record an animal's behavior in a compressed time frame
  • Skinner identified three types of responses that can follow behavior: neutral operants, reinforcers, and punishers
  • Reinforcers increase the probability of a behavior being repeated and can be positive or negative
  • Punishers decrease the likelihood of a behavior being repeated
  • Positive reinforcement strengthens behavior by providing a rewarding consequence
  • Primary reinforcers are naturally reinforcing stimuli, while secondary reinforcers are reinforced through association
  • Negative reinforcement involves the termination of an unpleasant state following a response
  • Negative reinforcement strengthens behavior by removing an adverse stimulus
  • Punishment is designed to weaken or eliminate a response rather than increase it
  • There are two types of punishment: positive punishment and negative punishment
  • Positive punishment involves adding an aversive stimulus to decrease the likelihood of a behavior happening again
  • Negative punishment involves removing a desirable stimulus to decrease the likelihood of a behavior happening again
  • Punishment can lead to increased aggression and fear, and may not guide behavior towards desired outcomes
  • Examples of operant conditioning include positive reinforcement, negative reinforcement, negative punishment, and ineffective punishment
  • The Premack Principle is a form of positive reinforcement in operant conditioning
  • Premack Principle examples:
    • Eating vegetables gives extra video game time
    • Disliking history but loving art can earn extra time in the art studio for each history chapter reviewed
    • Spending 10 minutes on household chores allows 5 minutes on a favorite hobby
    • A successful day of healthy eating allows a small piece of dark chocolate at the end
    • Giving a child the choice between taking out the trash or washing the dishes increases willingness to complete the chore
  • Skinner's Pigeon Experiment:
    • Conducted by B.F. Skinner to demonstrate operant conditioning principles
    • Experiment explored effects of non-contingent reinforcement on pigeons
    • Non-contingent reinforcement delivers rewards independently of behavior
    • Pigeons associated random actions with food delivery, developing superstitious behaviors
    • Pigeons repeated behaviors believing they caused food to appear
    • Behaviors were not initially related to food delivery but became linked due to coincidental timing
    • Rate of reinforcement played a significant role in conditioning
  • Behavior Modification Therapy:
    • Therapeutic techniques based on operant conditioning
    • Main principle involves changing environmental events related to behavior
    • Examples include reinforcing desired behaviors and ignoring or punishing undesired ones
    • Different types of positive reinforcements: primary and secondary reinforcement
    • Examples of behavior modification therapy include token economy and behavior shaping
  • Token Economy:
    • System where targeted behaviors are reinforced with tokens and exchanged for rewards
    • Tokens can be fake money, buttons, poker chips, stickers, etc.
    • Rewards range from snacks to privileges or activities
    • Token economy effective in managing psychiatric patients but can lead to over-reliance on tokens