Kennedy C H, Souza G
College of Education, University of Hawaii, Honolulu 96822.
J Appl Behav Anal. 1995 Spring;28(1):27-37. doi: 10.1901/jaba.1995.28-27.
In four studies we analyzed the eye poking of a youth with profound disabilities. In Study 1, a functional analysis showed that eye poking occurred during the no-attention condition, but not during demand, attention or recreation conditions. The analysis did not identify socially mediated variables involved in the maintenance of eye poking; rather, eye poking may have been maintained by consequences produced directly by the response. In Study 2 we had the student wear goggles to prevent potential reinforcement from finger-eye contact. The results of Study 2 indicated that eye-poking attempts were reduced when the student wore goggles. We then tested in Study 3 the effects of two alternative topographies of stimulation. Study 3 demonstrated that eye poking was reduced when a video game was provided as a competing source of visual stimulation, and that music was less effective in reducing eye poking. In Study 4, a contingency analysis using the video game was conducted in an attempt to (a) reduce the frequency of eye poking and (b) study whether the video game functioned as a reinforcer. The results of Study 4 demonstrated substantive reductions in the frequency of eye poking, and suggested that the video game served as a reinforcer.
在四项研究中,我们分析了一名重度残疾青少年的戳眼行为。在研究1中,功能分析表明,戳眼行为发生在无注意力条件下,而在需求、注意力或娱乐条件下未发生。该分析未确定维持戳眼行为的社会介导变量;相反,戳眼行为可能是由该反应直接产生的后果所维持的。在研究2中,我们让该学生戴上护目镜,以防止手指与眼睛接触带来潜在强化作用。研究2的结果表明,当学生戴上护目镜时,戳眼尝试次数减少。然后在研究3中,我们测试了两种替代性刺激形式的效果。研究3表明,当提供电子游戏作为竞争性视觉刺激源时,戳眼行为减少,而音乐在减少戳眼行为方面效果较差。在研究4中,我们使用电子游戏进行了一项应急分析,试图(a)降低戳眼行为的频率,以及(b)研究电子游戏是否起到强化物的作用。研究4的结果表明戳眼行为的频率大幅降低,并表明电子游戏起到了强化物的作用。