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Learning To Be Happy

Ellie Dvorakovska Learning To Be Happy English 78 cards

Cards in this deck (78)

  1. 1LearningThe acquisition, or the process by
    which behavior is added to an
    organism’s repertory, a relatively
    permanent change in behaviour.
  2. 2Operant BehaviourBehaviour that can be modBified by its
    consequences
  3. 3Thorndike's Law of EffectResponses that produce a
    satisfying effect in a particular situation
    become more likely to occur again in
    that situation
  4. 4Positive ReinforcementStimulus is added to the environment
    after a behaviour occurs.
    Increases the probability that the
    behaviour will occur again.
  5. 5Negative reinforcementAversive stimulus is removed contingent upon a behaviour.
    Increases the probability that the behaviour will occur again
  6. 6Positive PunishmentStimulus is added to the environment after a behaviour occurs.
    Decreases the probability that the behaviour will occur again
  7. 7Negative PunishmentStimulus is removed from the environment for a previously reinforced behaviour
  8. 8Unconditional ReinforcerStimulus is removed from the
    environment after a behaviour occurs.
    Decreases the probability that the
    behaviour will occur again.
  9. 9Conditioned reinforcersStimuli that become reinforcing
    because they are paired with
    unconditioned reinforcers or existing
    reinforcers.
  10. 10ExtinctionRemoving reinforcement for a
    previously reinforced behaviour.
  11. 11Behavioural effects of extinctionInitial increase in rate / magnitude
    Initial increase in variability
    Spontaneous recovery
  12. 12Respondent / classical conditioningAn unconditioned response or
    conditioned response is elicited by an
    antecedent stimulus. These are bodily
    responses that have a biological basis
  13. 13Operant conditioningA specific response is followed reliably
    by a reinforcing consequence.
    Circumstances in which the behaviour
    was reinforced develop stimulus
    control over the behaviour.
  14. 14AntecedentWhat happens right before a behaviour
    occurs
  15. 15BehaviourAnything a person says or does
  16. 16ConsequenceWhat happens as a result of the
    behaviour
  17. 17ABC contingencyAntecedent, behaviour, consequence
  18. 18Dimensions of ABA: AppliedInvestigates behaviour which is
    socially significant (important to
    individual and society)
  19. 19Dimensions of ABA: AnalyticData should demonstrate convincingly
    that behaviour change was due to the
    intervention and not confounding
    variables
  20. 20Dimensions of ABA: BehaviouralEmphasis on direct measurement of
    the behaviours of interest or concern -
    aka “target behaviours
  21. 21Dimensions of ABA: Conceptually systematicEmploys procedures (interventions)
    derived from, or to, findings from basic
    research on principles of learning –
    operant mostly, but respondent too.
  22. 22Dimensions of ABA: TechnologicalThe study should identify & describe
    the procedures in sufficient detail that
    others are able to replicate that
    procedure well enough to produce the
    same results
  23. 23Dimensions of ABA: EffectiveImproves behaviour sufficiently to
    produce valuable practical results for
    the individual.
  24. 24Dimensions of ABA: GeneralityBehavior change that continues after
    the original treatment procedures are
    withdrawn and when changes in
    behavior occur in non-treatment
    settings as a function of treatment
    procedures.
  25. 25TopographyWhat the behaviour looks like
  26. 26FunctionWhy the behaviour occurs (purpose)
  27. 27Behavioural deficitA behaviour that happens not enough,
    doesn’t happen at right time or no
    behaviour.
  28. 28Behavioural excessA behaviour that happens too much or
    happens at inappropriate times.
  29. 29Operational definitionsObjective, only referring to what can be
    observed
    Unambiguous and clear
    Complete (e.g., gives boundaries or
    examples of what is and is not
    included
  30. 30FrequencyNumber of times a discrete behavior
    occurs in a standardized observation
    period
  31. 31DurationThe length of time that it takes to
    complete a response or the total
    amount of time that a response occurs
  32. 32Small-N researchIntensive study of the individual, with
    considerable effort made to control,
    rather than simply measure, relevant
    variables
  33. 33Motivating Operations (MO)Establishes a consequence as a
    reinforcer or punisher
  34. 34Discriminative stimulus (SD)Lets you know that consequence is
    available if you engage in a particular
    behaviour.
  35. 35DeprivationA period in which access to a
    reinforcer has been restricted
  36. 36SatiationA period without deprivation in which
    access to a reinforcer has been
    arranged
  37. 37Establishing operation (EO)Increases the value of a reinforcer and
    behaviours related to obtaining that
    reinforcer.
  38. 38Abolishing operation (AO)Decreases the value of a reinforcer
    and behaviours related to obtaining
    that reinforcer.
  39. 39EmittedRefers to operant or learned
    behaviours
  40. 40ElicitedRefers to respondent or Pavlovian
    behaviours
  41. 41EvokedRefers to behaviours in the presence
    of EOs
  42. 42Stimulus controlA higher (or lower) frequency of
    behaviour is observed in the presence
    of a given stimulus (SD ) because this
    stimulus is correlated (is predictive)
    with a higher (or lower) frequency of
    reinforcement for that behaviour
  43. 43Self controlChoosing a higher value reinforcer that
    is available after a delay instead of a
    lower value reinforcer that is available
    sooner
  44. 44CommitmentDeciding to limit your choices to the
    larger, delayed reinforcer before you
    need to make a choice.
  45. 45Temporal discountingThe process whereby delay renders
    consequences less effective
  46. 46Self-managementApplication of behavioural principles to
    modify own behaviour
  47. 47Self-monitoringObserving own behaviour and
    recording if the target behaviour did or
    did not occur
  48. 48Contingency contractDocument specifying contingency.
    Specifies behaviour, reinforcer, and
    how access to that reinforcer will be
    arranged.
  49. 49Habit reversal proceduresAwareness training, indentifying
    competing response, competing
    response training, social support,
    motivation strategy
  50. 50ShapingDifferential reinforcement of
    successive approximations of target
    behaviour
  51. 51When to use shapingReinstate previous behaviour
    Teach new behaviour
    Change dimension of behaviour
  52. 52Task analysisList of stimulus-response components
    of a behaviour chain
  53. 53Behaviour chainComplex behaviour comprised of
    multiple component behaviours
  54. 54Forward chainingTeach first behaviour first
    Once first step mastered, teach
    second etc.
  55. 55Total task presentationBehaviour chain taught as a unit
    (prompt each response)
  56. 56Graduated exposureSomething we add to the environment
    to increase the likelihood of a correct
    response
  57. 57Modelling for fear reductionObserve another person contacting
    stimuli
  58. 58Acceptance and commitment therapy (ACT)A form of clinical behavioral analysis
    traditionally used in psychotherapy. It
    is assumed that difficulties arise
    because humans are highly complex
    being capable of verbal language.
  59. 59Experiential avoidanceAny attempt made to avoid feelings,
    thoughts, memories, physical
    sensations and other internal
    experiences that are uncomfortable to
    us – even if doing so creates harm in
    the long run
  60. 60Psychological flexibilityThe ability to accept all of our internal
    experiences and at the same time
    keep moving towards our valued goals
    in life despite the presence of
    discomfort
  61. 61Core principle of ACT: Cognitive defusionClients learn methods to reduce the
    tendency to cling on to their thoughts
    and feelings, often by treating them as
    concrete entities
  62. 62Core principle of ACT: AcceptanceOpening up & making room for painful
    feelings & sensations
  63. 63Core principle of ACT: Contact with the present momentThoughts & feelings are simply
    observed with openness and curiosity,
    without judgment (mindfulness)
  64. 64Core principle of ACT: ValuesHelp clarify values in various life
    domains (family, career, spiritual) and
    undermine unconstructive verbal
    processes
  65. 65Core principle of ACT: Committed actionThe behavioral steps taken in the
    direction of chosen values, even if it’s
    difficult and uncomfortable
  66. 66Positive psychologyUnderstanding and facilitating
    happiness and subjective wellbeing is
    the central objective of positive
    psychology
  67. 67Two types of happinessPleasure (incl. physiological arousal) –
    joy, elation, bliss
    Gratification/ Well-being (cognitive
    evaluation of life satisfaction) – family,
    career
  68. 68Optimism encourages:Facing challenges to improve life (or
    survive)
    Positive coping strategies in the face of
    negative events
    Reinterpretation of negative events in a
    positive light
    Gives hope for a positive future
    It is MOTIVATING and leads to
    BEHAVIOUR
  69. 69Optimistic attitudePositive events are stable, internal and
    global. Negative events are transient,
    external and specific
  70. 70Pessimistic attitudeNegative events are stable, internal
    and global. Positive events are
    transient, external and specific
  71. 71Optimism results from:1. Optimistic role models (parents)
    2. Success in overcoming life events
    (behaviour modification)
  72. 72Physical resilienceRegular physical exercise
  73. 73Social resilienceRegular socialising with close friends
    and family
  74. 74Mental resilienceWorking towards valued goals
  75. 75Emotional resilienceEnjoying daily occurrences that are
    congruent with our values
  76. 76GamificationIt is the application of game design
    elements into non-game contexts.
  77. 77Gameful design focuses on _______ and ______ to encourage users to engage with gameful design.purpose; meaning
  78. 78Gameful techniquesNarrative, points, levels, avatars,
    meaningful choice, unlockable items.

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Learning To Be Happy Flashcards on Learning To Be Happy, created by Ellie Dvorakovska on 09/05/2018.
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