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操控动机性操作对行为的改变作用:考察其对休闲活动中问题行为的影响。

Manipulating the behavior-altering effect of the motivating operation: examination of the influence on challenging behavior during leisure activities.

作者信息

O'Reilly Mark F, Sigafoos Jeff, Lancioni Giulio, Rispoli Mandy, Lang Russell, Chan Jeff, Machalicek Wendy, Langthorne Paul

机构信息

Department of Special Education, 1 University Station D5300, The University of Texas at Austin, Austin, TX 78712, United States.

出版信息

Res Dev Disabil. 2008 Jul-Aug;29(4):333-40. doi: 10.1016/j.ridd.2007.06.004. Epub 2007 Jul 16.

Abstract

We examined the behavior-altering effect of the motivating operation on challenging behavior during leisure activities for three individuals with severe disabilities. Prior functional analyses indicated that challenging behavior was maintained by positive reinforcement in the form of attention or tangible items for all participants. During leisure sessions, each participant played preferred games (cards, jigsaws) with two individuals without disabilities. The discriminative stimuli for challenging behavior were present during leisure sessions but challenging behavior was never reinforced. Immediately prior to leisure sessions, the participants received either access to the reinforcers that maintained challenging behavior or no access. Access versus no access to reinforcers for challenging behavior prior to leisure sessions was alternated in a multi-element design. Results demonstrated higher levels of challenging behavior during leisure sessions when the participants did not have access to the reinforcers prior to the sessions. Little challenging behavior occurred during leisure sessions when the participants had prior access to the reinforcers. Arguments for further examining the behavior-altering effects of the motivating operation in future applied research are presented.

摘要

我们针对三名重度残疾个体,研究了动机性操作对休闲活动中挑战行为的行为改变效果。先前的功能分析表明,对所有参与者而言,挑战行为通过以注意力或有形物品形式出现的正强化得以维持。在休闲时段,每位参与者与两名非残疾个体一起玩喜欢的游戏(纸牌、拼图)。休闲时段存在挑战行为的辨别性刺激,但挑战行为从未得到强化。就在休闲时段之前,参与者要么能获得维持挑战行为的强化物,要么无法获得。在多因素设计中,休闲时段之前针对挑战行为交替给予或不给予强化物。结果表明,当参与者在休闲时段之前无法获得强化物时,休闲时段内挑战行为的水平更高。当参与者之前能获得强化物时,休闲时段内几乎没有出现挑战行为。本文提出了在未来应用研究中进一步考察动机性操作的行为改变效果的相关论据。

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