Glossary words Flashcards
(111 cards)
Baseline
information gathered from multiple sources to better understand the target behavior, before using an intervention or practice.
Baseline Data
Data collected on current performance level prior to implementation of intervention.
Duration Data
Records how long a learner engages in a particular behavior or skill.
Event Sampling
Collects frequency data at every instance the behavior occurs.
Frequency Data
Used to measure how often the learner with ASD engaged in the target skill or behavior.
Generalization
When the target skill or behavior continues to occur when the intervention ends, in multiple settings, and with multiple individuals (e.g. peers, teachers, parents)
Individualized Intervention
and intervention that is planned and implemented in a way specific to the learner receiving the intervention.
Material Reinforcers
Motivating to learners with ASD, but team members should vary these reinforcers with others so learners do not grow tired of them.
Natural Reinforcer
occur naturally as a result of using the target behavior or skill.
Negative Reinforcement
Removes an aversive or unwanted stimulus after the learner uses a target skill or behavior, which increases future use of target skill/behavior.
Performance Criteria
Allow team members to monitor progress and adjust strategies as the learner gains mastery of the target skill/behavior.
Positive Reinforcement
Refers to the presentation of a reinforcer after a learner uses a target skill/behavior, therefor encouraging him/her to perform that behavior again. 
When a behavior is followed immediately by the presentation of a stimulus that increases the future frequency of the behavior in similar conditions.
Reinforcement
Feedback that increases the use of a strategy or target behavior/skill.
Reinforcer Menu
a menu of objects, pictures, or text from which a learner can select a reinforcer.
Reinforcer Sampling
Helps to identify activities and materials that are motivating to learner with ASD. Also known as a preference assessment.
Reinforcers
Increase the likelihood that the target skill/behavior will be used again in the future.
Satiation
Occurs when a selected reinforcer us no longer motivating to the learner.
Sensory Reinforcers
Motivating for learner with ASD. Only use when adult can control access to reinforcer, the reinforcer is acceptable and appropriate for the setting and no other reinforcer is motivating.
Social Reinforcer
Found in any setting, but may need to be taught to learners with ASD if these reinforcers are not inherently reinforcing. Examples include facial expressions, words and phrases.
Tangible Reinforcers
Objects that a learner with ASD can acquire.
Target Behavior
The behavior or skill that is the focus of the intervention. Behavior may need to be increased or decreased.
Team Members
Includes the parents, other primary caregivers, IEP/IFSP team members, teachers, therapists, early intervention providers and other professionals involved in providing services for the learner with ASD.
Time Sampling
Collects frequency data after a certain amount of time. A behavior/skill is recorded if the learner is engaging in the skill/behavior at the time.
Token Economy
a type of positive reinforcement where learners earn tokens which can be used to acquire desired reinforcers.