Scott Hannah K., Jain Ankit, Cogburn Mark
Louisiana State University HSC
Behavior modification is a psychotherapeutic intervention primarily used to eliminate or reduce maladaptive behavior in children or adults. While some therapies focus on changing thought processes that can affect behavior, for example, cognitive behavioral therapy, behavior modification focuses on changing specific behaviors with little consideration of a person’s thoughts or feelings. The progress and outcome of the intervention can be measured and evaluated. Functional analysis of the antecedents and consequences of the problem behavior(s) must be identified. This leads to the creation of specific target behaviors that will become the focus of change. Then, certain variables can be manipulated via reinforcers and punishments to change problem behavior(s). The goal is to eliminate or reduce maladaptive behavior. Behavior modification is a type of behavior therapy. B. F. Skinner demonstrated that behavior could be shaped through reinforcement and/or punishment. Skinner noted that a reinforcer is a consequence that increases the likelihood of behavior to recur, while punishment is a consequence that decreases the chance. Positive and negative are used in mathematical terms. Positive indicates that something is added, and negative indicates something is subtracted or taken away. Thus, positive reinforcement occurs when a behavior is encouraged by rewards. If a child enjoys candy and cleaning the room is the desired behavior, the candy is a positive reinforcer (reward) because it is something that is given or added when the behavior occurs. This makes the behavior more likely to recur. Negative reinforcement is removing a stimulus as the consequence of behavior but results in a positive outcome for the individual. For example, a fine is dropped, and a person no longer has to go to jail. The removal of the negative stimulus (the fine) results in a positive outcome for the individual, no jail time. Conversely, positive punishment is the addition of an adverse consequence. For example, a child gets spanked when he crosses the street without holding his mother’s hand. He then no longer crosses the street alone. Spanking is positive punishment because it is a consequence added to the situation that decreases the likelihood of the child crossing the street alone. Negative punishment is taking away favorable consequences to reduce unwanted behavior. For example, if Emily doesn’t finish her homework on time, her cell phone gets taken away. She makes it a priority to finish her homework immediately after school before she does anything else. Removal of the cell phone would be a “negative” because it takes something away, decreasing the chance that she won’t finish her homework the next time. Reinforcement and punishment both work independently, as well as together, as part of a behavior plan. Positive reinforcement works exceedingly better and faster than punishment. In child psychiatry, parents often come to the office angry and frustrated with their child because “nothing works.” They have tried multiple types of punishments when bad behavior has occurred using the removal of toys or privileges away or placing a child in time out. Often positive types are not being reinforced. One immediate benefit of behavior modification plans is the shift away from solely punishing unwanted behavior to also rewarding good behavior. (Table 1, Scott and Cogburn, 2017) In table 1, note that punishment and reinforcement have nothing to do with good or bad behavior, only if it or the likelihood of the behavior to recur. There are several schedules of reinforcement that can impact behavior. When a behavior plan is initially set up, continuous two is used to establish and reinforce the behavior. Once the behavior has been established, continuous reinforcement can change to intermittent reinforcement which is termed . There are four types of intermittent reinforcement. They are: 1. Fixed interval where the person is reinforced by a set number of responses. 2. Variable interval where the person is reinforced by a variable number of responses. 3. Fixed ratio where the person is reinforced after a certain number of responses. 4. Variable ratio where the person is reinforced after a variable number of responses. Variable ratio intermittent reinforcement is the most effective schedule to reinforce a behavior. 1. Fixed interval: rewarding a person at the end of each day. 2. Variable interval: rewarding a person sometimes at the end of the day, sometimes at the end of the week, sometimes every few days. 3. Fixed ratio: rewarding a person after completing the desired behavior four times. 4. Variable ratio: rewarding a person after completing the desired behavior after three times, then after six times, then after two times. Gambling is a real-world example of a variable ratio of reinforcement.
行为矫正疗法是一种心理治疗干预手段,主要用于消除或减少儿童或成人的适应不良行为。虽然有些疗法侧重于改变可能影响行为的思维过程,例如认知行为疗法,但行为矫正疗法侧重于改变特定行为,而很少考虑一个人的想法或感受。干预的进展和结果可以进行测量和评估。必须识别问题行为的前因和后果的功能分析。这导致创建特定的目标行为,这些行为将成为改变的重点。然后,可以通过强化物和惩罚来操纵某些变量,以改变问题行为。目标是消除或减少适应不良行为。行为矫正疗法是行为疗法的一种。B.F.斯金纳证明,行为可以通过强化和/或惩罚来塑造。斯金纳指出,强化物是增加行为再次发生可能性的结果,而惩罚是降低这种可能性的结果。正和负是用数学术语表示的。正表示添加了某物,负表示减去或拿走了某物。因此,当行为受到奖励鼓励时,就会发生正强化。如果一个孩子喜欢糖果,而打扫房间是期望的行为,那么糖果就是正强化物(奖励),因为它是在行为发生时给予或添加的东西。这使得该行为更有可能再次发生。负强化是作为行为的结果去除一种刺激,但对个体产生积极的结果。例如,罚款被免除,一个人不再需要入狱。去除负面刺激(罚款)对个体产生了积极的结果,即无需入狱。相反,正惩罚是添加不利的后果。例如,一个孩子在没有牵妈妈的手过马路时被打屁股。然后他就不再独自过马路了。打屁股是正惩罚,因为它是添加到这种情况中的一个后果,降低了孩子独自过马路的可能性。负惩罚是拿走有利的后果以减少不想要的行为。例如,如果艾米丽没有按时完成作业,她的手机就会被拿走。她会优先在放学后立即完成作业,然后再做其他事情。拿走手机将是一种“负”的做法,因为它拿走了某物,降低了她下次不完成作业的可能性。强化和惩罚既可以独立起作用,也可以作为行为计划的一部分共同起作用。正强化比惩罚的效果要好得多、快得多。在儿童精神病学中,父母经常带着对孩子的愤怒和沮丧来到办公室,因为“什么都不管用”。当不良行为发生时,他们尝试了多种类型的惩罚,比如拿走玩具或特权,或者让孩子罚站。但他们往往没有对积极的行为给予强化。行为矫正计划的一个直接好处是从单纯惩罚不想要的行为转变为同时奖励良好行为。(表1,斯科特和科格本,2017年)在表1中,请注意惩罚和强化与行为的好坏无关,只与行为再次发生的可能性有关。有几种强化时间表会影响行为。当最初制定行为计划时,使用连续强化来建立和强化行为。一旦行为建立起来,连续强化可以转变为间歇强化,这被称为……有四种间歇强化类型。它们是:1. 固定间隔,即个体通过一定数量的反应得到强化。2. 可变间隔,即个体通过可变数量的反应得到强化。3. 固定比率,即个体在一定数量的反应后得到强化。4. 可变比率,即个体在可变数量的反应后得到强化。可变比率间歇强化是强化行为最有效的时间表。1. 固定间隔:每天结束时奖励一个人。2. 可变间隔:有时在一天结束时奖励一个人,有时在周末,有时每隔几天奖励一次。3. 固定比率:在完成期望行为四次后奖励一个人。4. 可变比率:在完成期望行为三次后奖励一个人,然后在六次后,然后在两次后奖励。赌博是现实世界中可变比率强化的一个例子。