Transcript
Capitalizing on Existing Stimulus Control:
Modeling, Guidance &
Situational Inducement
Chapter 18
Modeling: Definition,Factors, Applications
Sample behavior presented to induce that behavior
Showing someone how (eg be assertive)
Others are doing something (eg drinking alcohol)
Factors making modeling more likely (Bandura):
Peer models
Show consequences (model being successful)
Multiple models
Combine with rules
Behavioral Rehearsal (Role rehearsal)
Guidance: definition & uses
Use of physical contact to guide through the motions of a response
Focus on topography (e.g., golf swing)
An added prompt to set up a different prompt (e.g., instructions, modeling) & later fade
Fear-reduction (e.g., holding a child’s hand while entering the water)
Examples of Rules & Partial Rules
Pointing out natural contingencies (advice)
“look at that beautiful sunset”
“if you hold your racquet this way your serve will be more powerful”
“you will do better if you answer the study questions”
Pointing out contingencies we arrange
Commands “if you want lunch, clean up your toys”
Requests “please help me unload the groceries”
Threats “lie one more time and you’re grounded”
Why rules work:
History of stimulus control
This history has been repeated for numerous rules & behaviors (generalization)
If rules have more often led to reinforcement & averted punishment, rules acquire strong stimulus control
Thus, rules can be used to prompt behavior
Contingency-Shaped
behavior strengthened gradually, trial & error
via immediate consequences
Rule-Governed
Behavior strengthened rapidly, because rule serves as prompt and behavior results in greater improvement
When rules don’t work
No history of rule following
Rules interfere with contingency-shaped behavior
Eventually rules must be faded and behavior become contingency shaped
Sometimes easier to do what feels right than to have to think about exactly how to do something
When rules are confusing, vague or make a situation that much more complex
Four Conditions
When Rules are Especially Helpful
Rapid behavior change desired (new skill)
Prompts: tells which behavior
EO: reminds us of reinforcer
Consequences are delayed (studying)
EO: reminds us of reinforcer
Natural reinforcers are highly intermittent (sales)
Make response-reinforcer connection salient
Behavior will lead to immediate & severe punishment (hot stove)
Why we follow rules with delayed consequences
Although reinforcer specified by rule is delayed, other more immediate reinforcers occur (eg, anxiety reduced when you study)
Self-reinforcement (remind yourself of Sr)
Past experience has created conditioned reinforcers for rule following & conditioned aversive stimuli for not
Effective Rules
Specific description of behavior more likely to be followed
Specific description of circumstance (antecedent) who, what, when, where
Specify highly probable consequences
Specify sizeable consequence for each response (v. tiny consequence with cummulative significance: eg exercise)
Deadline
Break down complex rules to suit subject
Fade rules so natural contingencies take over
Goal:
A rule that specifies a level of performance
Evaluative: focus is on how well the behavior occurs, not just whether it occurs
Objectively definable or quantifiable criteria (how many, how fast, what form, how accurate, consistency)
Usually, associated with a skill, mastery, fluency
Applied when consequences of improved performance are delayed and cumulative
Effective Goals
Specific (quality or quantity is defined)
Study includes outlining, making flashcards and imagery
10 baskets
Includes mastery criteria
Meet daily goal 5 days out of 7
10 shots in a row
Specifies circumstances (when studying PSY)
Realistic but challenging
Public goals
Deadlines
Combined with feedback
Goal commitment
Sd
RULE
Response
FOLLOW
RULE
Sr
GOOD
OUTCOME
“hold the racquet like this”
holds racquet as shown
serve improves
Sd
NO RULE
Response
Sr
GOOD
OUTCOME
gets ready to serve
Tries different ways of holding racquet
Sometimes serve improves
Sd
RULE
Response
FOLLOW
RULE
Sr
GOOD
OUTCOME
“hold the racquet like this”
holds racquet as shown
Serve improves greatly
Capitalizing on Existing Stimulus Control:
Modeling, Guidance &
Situational Inducement
Chapter 18
Modeling: Definition,Factors, Applications
Sample behavior presented to induce that behavior
Showing someone how (eg be assertive)
Others are doing something (eg drinking alcohol)
Factors making modeling more likely (Bandura):
Peer models
Show consequences (model being successful)
Multiple models
Combine with rules
Behavioral Rehearsal (Role rehearsal)
History of stimulus control
This history has been repeated for numerous models & behaviors (generalized imitation)
If modeling has more often led to reinforcement & averted punishment, models acquire strong stimulus control
Thus, modeling can be used to prompt (induce) behavior
Guidance: definition & uses
Use of physical contact to guide through the motions of a response
Focus on topography (e.g., golf swing)
An added prompt to set up a different prompt (e.g., instructions, modeling) & later fade
Fear-reduction (e.g., holding a child’s hand while entering the water)
Situational Inducement
Sd
MODEL
Response
IMITATE
MODEL
Sr
GOOD
OUTCOME
“JJ hits Suzy and gets toy”
Nick hits Suzy
Nick gets toy
Capitalizing on Existing Stimulus Control:
Modeling, Guidance &
Situational Inducement
Chapter 18
Modeling: Definition,Factors, Applications
Sample behavior presented to induce that behavior
Showing someone how (eg be assertive)
Others are doing something (eg drinking alcohol)
Factors making modeling more likely (Bandura):
Peer models
Show consequences (model being successful)
Multiple models
Combine with rules
Behavioral Rehearsal (Role rehearsal)
History of stimulus control
This history has been repeated for numerous models & behaviors (generalized imitation)
If modeling has more often led to reinforcement & averted punishment, models acquire strong stimulus control
Thus, modeling can be used to prompt (induce) behavior
Guidance: definition & uses
Use of physical contact to guide through the motions of a response
Focus on topography (e.g., golf swing)
An added prompt to set up a different prompt (e.g., instructions, modeling) & later fade
Fear-reduction (e.g., holding a child’s hand while entering the water)
Situational Inducement
Changing or introducing a situation in order to induce (or reduce) a response
Methods
Rearrange existing surroundings
Rearrange furniture so kids can’t run around in a circle
Move sofas closer together so people will converse
Moving the activity
Smoking only in the kitchen
Spending time in a coffee shop to encourage initiating conversation
Relocating people
change seats in classroom to stop a child from distracting another)
Changing the time
exercise afternoon instead of morning