Positive Reinforcement 1.add 2.consequence 3.increase Behavior Consequence 1. cry mother appears yes 2. smoke peer approval yes double pay yes listener reactions yes friendly voice yes 3. work overtime 4. gossip 5. answer phone B b/c BC ? 1.Jenny and Rob have become good friends since they first met at school in September. For Christmas, Jenny buys Rob the new Dylan CD that he has been constantly talking about for the past month. 2.Marla kisses her son, Jimmy, goodnight and tells Jimmy that she loves him. 3.Mike is an autistic child who sometimes engages in excessive object twirling. To stop this, Angie, his caretaker, yells “No!” whenever she sees him doing this. Unbeknownst to her, as a result of her “treatment,” Mike is even more likely to twirl objects when she is around. 4.After Ronald promises his daughter $5 for cleaning her room, she complies. Negative Reinforcement 1.remove 2.consequence 3.increase Behavior Consequence B b/c BC ? 1. close window noise/wind stops yes 2. hang up phone rudeness stops yes 3. pay bill late charges prevented yes 4. excuse date prevented yes 5. cry leave table yes Positive Punishment 1.add 2.consequence 3.decrease Behavior Consequence 1. swear reprimand yes 2. smoke peer disapproval yes trip and fall (pain) yes burn yes unfriendly voice yes 3. run down stairs 4. touch stove 5. answer phone B b/c BC ? Negative Punishment 1.remove 2.consequence 3.decrease Behavior Consequence 1. hit sister TV privilege canceled yes 2. gossip listener leaves yes 3. talk in class recess canceled yes 4. complain meal taken away yes 5. mark textbook cannot return to store B b/c BC ? yes Primary reinforcer (punisher) stimulus that functions as reinforcer (punisher) without prior conditioning o E.g., food, water, stroking of skin, comfortable temperature; pain, extreme heat or cold Secondary reinforcer (punisher) stimulus that functions as reinforcer (punisher) due to prior conditioning prior conditioning entails pairing the stimulus with an already established reinforcer (punisher) o E.g., money, praise, applause, good grades, awards, gold stars, (demits), (catcalls), (scolding), (fines), (bad grades) *NO universal reinforcer or punisher o food? o money? o praise? o reprimand? o violent shaking / turned upside down? o shock? o blows to the head? Consequential Stimulus Added Removed Increase Positive Negative Reinforcement Reinforcement Effect on behavior Decrease Positive Punishment Negative Punishment EXERCISE – Operant Conditioning 1. John complained of his problems every once in a while. One day John complained to his friend and they had a long talk. Now, John is more likely to complain about his problems to his friend. 2. Jake ran on the deck, slipped and fell, and bumped his head. Now, unlike before, he never runs on the deck. 3. Peggy hated Bob’s long-winded explanations. During one exchange, she began daydreaming and was able to tune him out. Now, once he starts explaining something, she is more likely to daydream. 4. Callers had been able to call directory assistance without charge. Then the telephone started charging 20 cents per call. The citizens were outraged and lodged more complaints than normal. Continuous reinforcement (CRF) every instance of a particular behavior is reinforced Example: B (step of brakes) C (car stops) Intermittent reinforcement some instances of a particular behavior are reinforced greater resistance to extinction than CRF Fixed ratio (FR) constant # of instances produce reinforcer Effect: post-reinforcement pause, then high rate Example: piece-work in factories Fixed interval (FI) 1st instance after constant interval produces reinforcer Effect: scallop Example: check for newspaper Variable ratio (VR) variable # of instances produce reinforcer Effect: high, constant rate Example: gambling Variable interval (VI) 1st instance after variable interval produces reinforcer Effect: moderate, constant rate Example: phone friend 10. What is the best way to discourage a friend… Reinforcement B (interrupt) C (conversation) Extinction B (interrupt) no C (no conversation) make sure not to give in occasionally, or else… 11. How do trainers teach guide dogs to perform… Paradox How can you reinforce a behavior that never occurs? Shaping successive approximations of a desired response are reinforced Successive approximations behaviors that are ordered in terms of increasing similarity or closeness to the desired behavior Problems w/ Punishment A (mom): B (draw on walls) C (severe reprimand) 1. aversive stimuli evoke anxiety, fear, rage, escape E.g.1, US (severe reprimand) UR (fear) E.g. 2, B (“I hate you!”) C (severe reprimand stops) 2. paired stimuli elicit anxiety, fear, rage, & escape E.g. 1, CS (mom) CR (fear) E.g. 2, B (“I hate you!”) C (mom leaves) 4. stimulus control E.g., drawing on walls decreases only when mom home 5. failure to consider factors influencing its effectiveness E.g., “Wait until your father gets home!” 6. punishment conveys little information What is desired alternative behavior? 7. failure to consider effect on behavior E.g., does reprimand decrease behavior? 8. punishment can become addictive E.g., B (severe reprimand) C (drawing on walls stops) 9. failure to consider what’s causing the behavior E.g., if attention deprived, attention may be reinforcer 17. Does watching violence of TV make people more… Evidence for: 100s of corroborating Bandura’s early work meta-analyses o correlation b/w exposure to TV/movie violence and aggression when children cut back on their time watching TV or playing video games, aggressiveness declines Critics: children have many other influences most regard the game as just fun and go off and do their homework # of violent video games increased in 1990s, but overall rates of teenage violence actually declined cause-effect may work in opposite direction o aggressive people are drawn to violent shows troubled persons may find justification for acts based upon anything they see Conclusion both sides are right o does have an influence and influence is neither strong nor universal Identify the Schedule 1. B (look at watch during one-hour lecture) C (see time indicating lecture is over) 2. B (play game against evenly matched opponent) C (win game) 3. B (address a question to person who always makes you repeat yourself) C (person answers your question) 4. B (check for email messages) C (new message) 5. B (talk) C (hear the sound of your voice) Choices FR FI VR VI CRF