Module 6
Module 6
Module 6
MODULE 6
What is Learning?
Process through which experience causes permanent change in knowledge or behavior. This
change may be deliberate, unintentional, or better, for worse, correct, or incorrect. This change
must be brought out by experience.
What is Contiguity?
Association of two events because of repeated pairing.
What is a Stimulus?
Event that activates behavior.
What is a Response?
Observable reaction to a stimulus.
What is Operant?
Voluntary (and generally goal-directed) behaviors emitted by a person or animal.
What is Antecedents?
Events that precede an action.
What is Reinforcement?
Use of consequences to strengthen a behavior.
What is Punishment?
A process that weakens or suppresses the behavior.
What is Extinction?
The disappearance of a learned response.
2) The Premack Principle: A preferred activity can be an effective reinforcer for a less-
preferred activity. “First, do this task, then you may do something of your choice”.
3) Shaping: Reinforcing each small step of progress toward a desired goal or behavior
(AKA: Successive approximations). To use shaping, the teacher must take the final
complex behavior that the student is expected to master and break it down into a task
analysis.
4) Positive Practice: Students replace one behavior with another. This approach is
appropriate for dealing with academic errors. Practicing correct responses immediately
after errors.
5) Contingency Contracts: A contract between the teacher and a student specifying what
the student must do to earn a particular reward/privilege. The negotiating process itself
can be an educational experience.
6) Token economy: System in which tokens earned for academic work and positive
classroom behavior can be exchanged for some desired reward. Tokens should be given
out on a fairly continuous schedule when the token economy is first established.
However, once the system works, tokens should be distributed on an intermittent
schedule.
7) Group Consequences: A teacher can base reinforcement for the class on the behavior
of selected target students. (EX: If Mark and Amy stay on their mats during nap time, we
will all have a special snack). The good behavior game is an example of this approach
where the class is divided into teams and each team receives demerit points for
breaking agreed-upon rules of good behavior.
Behavior Problems:
What is Precorrection?
A tool for positive behavior support that involves identifying the context for a student’s
misbehavior, clearly specifying the alternative expected behavior, modifying the situation to
make the problem behavior less likely, then rehearsing the expected positive behaviors in the
new context and providing powerful reinforcers.
What is Self-Management?
Management of your own behavior and acceptance of responsibility for your own actions; use
of behavioral learning principles to change your own behavior.
What is Self-Reinforcement?
Controlling your own reinforcers.
What is Enactive?
Learning by doing and experiencing the consequences of your actions.
What is Observational?
Learning by observation and imitation of others.
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