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Reinforcement

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In behavioral psychology, reinforcement means giving something good after a behavior so the person or animal is more likely to do that behavior again. For example, if a rat pushes a lever when a light turns on and gets food, it will keep pushing the lever when it sees the light. The light is what starts the behavior, pushing the lever is the behavior, and the food makes the rat want to do it again. In the same way, when a student answers a question in class and gets praise, they are more likely to answer questions next time.

Punishment is the opposite of reinforcement. It means something happens after a behavior that makes the person or animal less likely to do that behavior again. Punishment does not always mean hurting someone; even just hearing someone say they are unhappy can act as punishment.

There are two kinds of reinforcement. One kind is called positive reinforcement, where you give something nice to make a behavior happen more often. The other kind is called negative reinforcement, where you take away something bad to make a behavior happen more often. For example, taking medicine to make a headache go away is a way of making the behavior of taking medicine more likely because it removes something unpleasant.

Reinforcement is very important in teaching and changing behavior. It is used in many places, such as helping children learn, guiding athletes, supporting people in therapy, and even in business management.

Terminology

In behavioral science, words like positive and negative describe the type of action an adult takes, not how the child feels about it. A positive action means adding something—like giving a treat or praise. A negative action means taking something away—like stopping a loud noise.

The word reinforcement is used only for rewards that make a behavior more likely. Taking away something pleasant or adding something unpleasant is called punishment.

So, positive reinforcement means adding something nice, like giving a treat. Positive punishment adds something unpleasant. Negative reinforcement means stopping something unpleasant, like turning off a loud noise when a dog behaves well. Negative punishment means taking away something nice.

Overview

B. F. Skinner was an important researcher who studied how rewards and consequences change behavior. He said that something is a reward only if it makes a person more likely to do the behavior again. For example, if a child asks for a cookie and gets one, they might ask for cookies more often. The cookie was a reward for asking.

In simple terms, a reward helps a behavior happen more often in the future. This idea is useful for teaching, helping people learn new skills, and understanding how habits form.

History

Laboratory research on reinforcement started with the work of Edward Thorndike, who did experiments with cats escaping from puzzle boxes. Later, B.F. Skinner wrote about this in his book The Behavior of Organisms in 1938. Skinner thought that giving rewards, called positive reinforcement, is better than punishment for changing behavior. He believed rewards create lasting changes in behavior, while punishment only works for a short time and can cause other problems.

Many other researchers have added to this work and sometimes disagreed with Skinner's ideas. For example, some thought punishment can also change behavior effectively. Today, scientists still study how rewards and punishments affect learning because these ideas help us understand how people and animals learn new things.

Operant conditioning

Main article: Operant conditioning

The term operant conditioning was introduced by Skinner to describe situations where an animal or person can act on its environment. In this type of learning, the person or animal waits for the right moment to act, and then something good happens as a result.

Reinforcement is a key idea in operant conditioning. It means that when a behavior leads to a good result, the behavior is more likely to happen again. For example, if reading a book is fun, a person will want to read more books to have more fun. This is called positive reinforcement—it adds something pleasant to encourage the behavior.

Another type is negative reinforcement, which happens when a behavior stops something unpleasant. For example, if someone feels sad and reads a book to feel better, the book reading behavior is reinforced because it removed the sadness.

When a behavior is ignored and gets no reward, it often stops over time. This is called extinction.

Reinforcers make behaviors more likely, while punishers make behaviors less likely.

Comparison chart
Rewarding (pleasant) stimulusAversive (unpleasant) stimulus
Positive (adding a stimulus)Positive reinforcement
Example: Reading a book because it is fun and interesting
Positive punishment
Example: Telling someone that their actions are inconsiderate
Negative (taking a stimulus away)Negative punishment
Example: Loss of privileges (e.g., screen time or permission to attend a desired event) if a rule is broken
Negative reinforcement
Example: Reading a book because it allows the reader to escape feelings of boredom or unhappiness

Natural and artificial reinforcement

In 1967, Charles Ferster said that rewards can be natural or made by people. Natural rewards happen right after a behavior, like eating after finding food. Made rewards, such as in a token economy, need someone else to give them, like a teacher giving points for good behavior.

In 1970, Baer and Wolf talked about "behavioral traps." These are situations that start very easily but then help people keep behaving well. Behavioral traps use rewards to guide people into habits that continue, helping them learn new skills that last.

Intermittent reinforcement schedules

A chart demonstrating the different response rate of the four simple schedules of reinforcement, each hatch mark designates a reinforcer being given

Behavior isn’t always rewarded every time it happens. The way rewards are given can change how quickly and how well someone learns a behavior, and how long the behavior lasts after rewards stop. The simplest way to reward behavior is to give a reward every time the behavior happens. But sometimes, rewards are given less often, which creates different patterns of behavior.

Scientists have studied these patterns using animals like pigeons. They found that when and how often rewards are given can change how often and how long animals keep behaving in certain ways. For example, if a pigeon gets food after a few pecks on a button, it might peck more quickly than if it only gets food after a long wait. These patterns help explain how people and animals learn from rewards.

Shaping

Main article: Shaping (psychology)

Shaping is a way to help someone learn a new behavior by giving rewards step by step. For example, when training a rat to press a lever, you might first reward it for just looking at the lever. Next, you reward it for moving closer to the lever. Finally, you reward it only when it presses the lever. Each small step is rewarded until the rat learns the full behavior.

Shaping is used to help people learn new skills, especially those with special needs like autism. It can also help people who are picky eaters try new foods by rewarding small steps toward trying them. This method often gives rewards every time at first, but later, rewards might come less often.

Chaining

Main article: Chaining

Chaining means linking different actions together in a sequence. Each action's reward helps remind us to do the next action. There are different ways to teach chaining, like starting from the first action, starting from the last action, or teaching all actions at once. For example, many people have a morning routine where they shower, dry off, and get dressed, doing these actions in order because they are used to it.

Studies have shown that chaining can help manage challenging behaviors in people with autism and other similar conditions. One way to help is through training that encourages better communication by using rewards in a chained way.

Mathematical models

Researchers have studied how to create a mathematical model to understand reinforcement better. This model is called MPR, which stands for mathematical principles of reinforcement. Peter Killeen did important work in this area by studying pigeons.

Applications

Reinforcement and punishment are common in how people treat each other. Here are some examples of how these ideas are used.

Addiction and dependence

Positive and negative reinforcement play a role in how people become addicted to substances. A substance can feel very good, making a person want to use it again. Over time, seeing things linked to using the substance can bring back strong cravings. When someone depends on a substance, they might use it to feel better when they have uncomfortable symptoms from not using it.

Animal training

Animal trainers and pet owners have always used ideas about learning without knowing the exact terms. Training animals shows clearly how these ideas work. Important parts include giving rewards right away when the animal does something right, making sure rewards follow the right behavior, using small signals to mark good behavior, gradually improving skills, and sometimes giving rewards less often to keep the animal interested.

Child behavior – parent management training

Helping parents use positive reinforcement for good behavior in children is a big part of training parents. Parents learn to reward good behavior with praise, smiles, or small treats. They also learn to focus on small steps toward a bigger goal and use charts to track progress. Using positive reinforcement in classrooms can help students succeed, and it works best when it fits each student's needs.

Economics

A chicken riding a skateboard

Both psychologists and economists look at how people behave when they buy things. They study how changes in price affect how much of something people buy. Some things, like food, people buy a lot more or less when the price changes, while other things, like gas, people keep buying about the same no matter the price. These ideas help explain how people make choices based on what they value.

Gambling – variable ratio scheduling

Gambling machines give rewards after an unpredictable number of tries, which makes people keep playing. Because these machines are set to take in more money than they pay out, people who play them often lose money over time. This type of reward schedule has been linked to gambling problems.

Praise

Praise is a way to encourage good behavior. When people praise someone right after they do something good, it makes them more likely to do it again. Studies show that praise works well for children and adults, helping them behave better and do well in school or at work. For praise to work best, it needs to be given right after the good behavior, clearly describe what was done right, and come from someone the person trusts.

Traumatic bonding

Traumatic bonding can happen in relationships where there are repeated patterns of kind and hurtful behavior. This mix of good and bad treatment can create strong emotional ties that are hard to break.

Video games

Many video games are designed to keep players interested by giving rewards at unpredictable times. While this can be fun, it can also lead some people to spend too much time playing. Some games include special rewards called "loot boxes," which give random items. This practice has been compared to gambling because players never know what they will get, and in some places, it is considered a form of gambling. These items can sometimes be used or traded for real money, which is being looked at by lawmakers.

Criticisms

People have questioned the usual way we talk about behavioral reinforcement. They say it can seem like we're saying that a behavior gets stronger because something makes it stronger, which doesn't really explain why.

Some think reinforcers work more like signals. They show which actions might lead to a reward. This idea helps explain some tricky behavior patterns, like how animals act when rewards are given only sometimes.

Images

Diagram showing how animals learn through choices in operant conditioning experiments.

Related articles

This article is a child-friendly adaptation of the Wikipedia article on Reinforcement, available under CC BY-SA 4.0.

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