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Key Concepts of Operant Conditioning

May 9, 2025

Key Operant Conditioning Concepts for AP Psychology

Positive Reinforcement

  • Definition: Adding a desirable stimulus after a behavior to increase its likelihood.
  • Examples:
    • Praising a child for completing homework.
    • Giving a dog treats for obedience.
    • Offering an employee a bonus for meeting targets.
  • Effect: Strengthens the behavior-stimulus association, making the behavior more likely to occur again.

Negative Reinforcement

  • Definition: Removing an unpleasant stimulus to increase a behavior.
  • Examples:
    • Taking a painkiller to alleviate a headache.
    • Silencing an alarm by waking up.
  • Effect: Encourages behavior by eliminating discomfort, opposite of punishment.

Positive Punishment

  • Definition: Introducing an aversive stimulus to decrease an undesired behavior.
  • Examples:
    • Scolding a child.
    • Giving extra chores or traffic tickets.
  • Effect: Aims to discourage unwanted behaviors. Excessive use can lead to fear or aggression.

Negative Punishment

  • Definition: Taking away a desirable stimulus to reduce a behavior.
  • Examples:
    • Removing privileges like screen time.
    • Taking away a toy.
  • Effect: Encourages avoiding undesired behaviors. Should be balanced to avoid frustration.

Extinction

  • Definition: Previously reinforced behavior is no longer reinforced, leading to its decrease.
  • Examples:
    • Ignoring a child’s whining stops the behavior.
    • Ignoring a pet’s begging.
  • Effect: May initially increase behavior ("extinction burst") but leads to reduction. Often combined with reinforcing alternatives.

Shaping

  • Definition: Reinforcing successive approximations of a desired behavior.
  • Examples:
    • Teaching a dog to roll over in incremental steps.
  • Effect: Useful for teaching complex behaviors by rewarding small achievements.

Schedules of Reinforcement

  • Definition: Timing/frequency of reinforcement affecting behavior.
  • Types:
    • Fixed-Ratio: After set number of responses.
    • Variable-Ratio: After random number of responses (e.g., gambling).
    • Fixed-Interval: After a specific time.
    • Variable-Interval: At random time intervals.
  • Effect: Influences learning speed and resistance to extinction.

Discriminative Stimuli

  • Definition: Signals that a behavior will be reinforced.
  • Examples:
    • A green light signals a food reward for animals.
    • A bell signals start of class.
  • Effect: Helps tailor behavior to context by recognizing reinforcement availability.

Primary and Secondary Reinforcers

  • Primary Reinforcers: Naturally satisfying basic needs (e.g., food, water).
  • Secondary Reinforcers: Learned, associated with primary reinforcers (e.g., money, praise).
  • Effect: Allows working for abstract rewards, versatile in various settings.

Law of Effect

  • Definition: Behaviors followed by satisfying outcomes are likely to be repeated.
  • Examples:
    • Praise leads to repeating good behavior.
  • Effect: Foundation of operant conditioning; behavior shaped by consequences.

Operant Chamber (Skinner Box)

  • Definition: Controlled environment for studying behavior via reinforcement/punishment.
  • Examples:
    • Rat presses lever for food.
  • Effect: Systematic study of reinforcement/punishment principles.

B.F. Skinner's Contributions

  • Key Concepts: Emphasized reinforcement in behavior shaping.
  • Research: Developed behavior modification techniques.
  • Effect: Influenced education, psychology, and therapy.

Behavior Modification

  • Definition: Applying operant conditioning to change behavior.
  • Examples:
    • Classroom reward systems.
    • Behavior contracts in therapy.
  • Effect: Widely used for effective behavior management.

Token Economy

  • Definition: Earning tokens for desired behaviors, exchangeable for rewards.
  • Examples:
    • Students trade tokens for prizes.
  • Effect: Provides immediate reinforcement, motivating maintenance of positive behaviors.

Premack Principle

  • Definition: A more preferred activity reinforces a less preferred one.
  • Examples:
    • Play video games after homework.
  • Effect: Motivates engagement in less preferred tasks when leading to enjoyable activities.