Eliminating Inappropriate Behavior Through Punishment Chapter 12.
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Transcript of Eliminating Inappropriate Behavior Through Punishment Chapter 12.
Eliminating Inappropriate Behavior Through
Punishment
Chapter 12
Definitions
• Punisher– Event that when presented immediately
after behavior, caused that behavior to decrease in frequency
– Aversive stimuli– Aversives
• Principle of Punishment– If in a certain situation a person is
punished for a behavior, then the person is less likely to do the same thing again in a similar situation
Behavior Modification View of Punishment
• Behavior Modification View:– Punishment should be immediate– Technical word – application of immediate
consequences to decrease behavior
• Layperson View– More inclusive – ex: prison; death penalty– Should involve retribution
• More serious offenses deserve more punishment
– Used as a deterrent for potential wrong-doers.
Specific Types of Punishers
• Pain-inducing punishers– Physical punishers– Activate pain receptors– Unconditioned punishers
• Reprimands– Verbal reprimands– Fixed stare– Firm grasp– Conditioned punishers
Specific Types of Punishers
• Time-outs– Moving a person to a less reinforcing
situation– Exclusionary time-out
• Removing person for a short time from situation • Time-out room
– Nonexclusionary time-out• Using a stimulus associated with less
reinforcement
• Response Cost– Removal of specified amount of reinforcer – May involve indirect-acting effects (delayed
punishment)
Influencing the Effectiveness of Punishment
• Increase stimuli for positive, alternative behaviors• Minimize the cause of undesirable behaviors• Select an appropriate punisher
– the more intense the better, however intensity that is needed is dependent upon causes of undesirable behavior
• Adding an antecedent to punishment– SDp - stimulus in the presence of which a response will be
punished• Delivering the Punisher
– Most effective when delivered immediately after the behavior
– Occasional punishment is less effective than punishment that follows every instance of the undesirable behavior.
– Delivery of punishment should not be paired with positive reinforcement – this weakens the punisher.
Should Punishment Be Used?
• Can have harmful effects:1. Elicits aggressive behavior2. Can produce undersirable emotional side effects
(i.e. crying, fearfulness)3. Escape and avoidance behavior
• Can cause the situation and people associated with the aversive stimulus to become conditioned punishers
4. No new behavior is taught5. Modeling of punishment
• Children may learn to apply aversive stimuli on others6. Continued use of punishment
• Punishment results in quick suppression of undesirable behavior
• This can lead to over use and not enough use of reinforcement of desirable behavior
Behavior Modifiers and Punishment Programs
• Recommendation to use punishment as a last resort because:– Easy to abuse– Application can have harmful side effects
• Consider designing punishment programs only when:– Clear steps are taken to maximize the conditions for a
desirable alternative response and to minimize the causes of the response to be punished
– The behavior is very maladaptive and it is in the client’s best interest to bring about rapid behavior change
– The client (or parent or guardian) provides informed consent
– The intervention meets ethical standards– Punishment is applied according to clear guidelines– The program includes safeguards to protect the client
Pitfall of Punishment
• Criticism may discourage close approximations of behavior from developing into target behavior
Guidelines for the Effective Application of Punishment
• Select a response– Punishment is more effective with a specific behavior
• Maximize the conditions for a desirable alternative response– Select alternative behavior– Provide strong prompts– Reinforce
• Minimize the causes of the response to be punished• Select an effective punisher• Present clear SDps• Deliver the punisher
– Present immediately after every instance of response to be decreased
– Administer in a calm, matter-of-fact manner– Do not pair with reinforcement
• Take data