Rbt Study Guide Behavior Acquisition

Behavior Acquisition

RBT Task List 3.0 (Section C). Strategies for teaching new skills, reinforcement, and prompting.

C.1 & C.2

Reinforcement Procedures

Reinforcement is ANY stimulus change following a behavior that increases the future frequency of that behavior.

Positive Reinforcement (+)
Adding something good (e.g., giving a toy) to increase behavior.
Negative Reinforcement (-)
Removing something bad (e.g., stopping a loud noise) to increase behavior.

C.2 Unconditioned vs. Conditioned:

  • Unconditioned (Primary): No learning history needed (Food, water, warmth).
  • Conditioned (Secondary): Learned value (Money, tokens, praise, stickers).
C.3

Discrete-Trial Teaching (DTT)

A structured teaching method where skills are broken down into small, "discrete" components. It involves a specific 3-part cycle.

  • SD (Discriminative Stimulus): The instruction (e.g., "Touch Red").
  • Response: What the learner does (Touch red card).
  • Consequence: Reinforcement (if correct) or Error Correction (if incorrect).
C.4

Naturalistic Teaching (NET)

Teaching skills within the environment where they naturally occur. It relies on the learner's current motivation (MO).

DTT
RBT-led, structured, often at a table.
NET
Client-led, play-based, natural environment.
C.5

Chaining Procedures

Used for teaching complex behaviors (like washing hands) by breaking them into a Task Analysis (small steps).

  • Forward Chaining: Teach the FIRST step first; prompt the rest.
  • Backward Chaining: Prompt everything until the LAST step; teach the last step first.
  • Total Task: Teach all steps in every session (best for clients who know some steps already).
C.6

Discrimination Training

Teaching a client to tell the difference between two stimuli. The behavior is reinforced in the presence of one stimulus (SD) but not the other (S-Delta).

[Image showing reinforcement available vs reinforcement unavailable symbols]

Example: Saying "Red" when seeing a red card (Reinforced), but not saying "Red" when seeing a blue card (Extinction).

C.7

Prompting & Fading

Prompts are "helps" used to ensure the client answers correctly. You must always have a plan to fade the prompt so the client becomes independent.

  • Types: Physical (hand-over-hand), Verbal, Gestural, Model, Visual, Positional.
  • Most-to-Least: Start with the most intrusive prompt (Physical) and fade down. (Errorless learning).
  • Least-to-Most: Let the client try, then add prompts if they struggle.
C.8 & C.9

Generalization & Maintenance

C.8 Generalization
Using the skill in a new setting, with new people, or with different materials. (e.g., Saying "Hi" to mom AND a teacher).
C.9 Maintenance
Continuing to perform the skill over time after teaching has stopped.
C.10

Shaping

Reinforcing successive approximations of a target behavior. You reward "baby steps" toward the final goal.

Example: To teach "Bubble," first reinforce "Buh," then "Bub," then "Bubble."

C.11

Token Economies

A system where learners earn generalized conditioned reinforcers (tokens, stickers, points) as an immediate consequence for specific behaviors.

  • Tokens: Can be exchanged later for backup reinforcers (toys, break time).
  • Purpose: Helps bridge the gap between the behavior and the big reward.

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