Positive Reinforcement
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A Positive Reinforcement is a reinforcing consequence that adds a positive stimulus.
- AKA: Desirable Experience Received.
- Context:
- It can range from being a Natural Positive Reinforcement to being a Designed Positive Reinforcement.
- Example(s):
- a bodily pleasure, such as from a massage.
- a pleasant sound, such as from a song.
- a social reward, feeling recognized.
- …
- Counter-Example(s):
- See: Motivating Operation, Causal, Extinction (Psychology), Rewarding Behavior.
References
2014
- (Wikipedia, 2014) ⇒ http://en.wikipedia.org/wiki/reinforcement#Operant_conditioning Retrieved:2014-11-14.
- The basic definition is that a positive reinforcer adds a stimulus to increase or maintain frequency of a behavior while a negative reinforcer removes a stimulus to increase or maintain the frequency of the behavior. As mentioned above, positive and negative reinforcement are components of operant conditioning, along with positive punishment and negative punishment, all explained below:
- Positive reinforcement occurs when an event or stimulus is presented as a consequence of a behavior and the behavior increases. * Example: Whenever a rat presses a button, it gets a treat. If the rat starts pressing the button more often, the treat serves to positively reinforce this behavior.
- Example: A father gives candy to his daughter when she picks up her toys. If the frequency of picking up the toys increases, the candy is a positive reinforcer (to reinforce the behavior of cleaning up).
- The basic definition is that a positive reinforcer adds a stimulus to increase or maintain frequency of a behavior while a negative reinforcer removes a stimulus to increase or maintain the frequency of the behavior. As mentioned above, positive and negative reinforcement are components of operant conditioning, along with positive punishment and negative punishment, all explained below:
2011
- (Linehan et al., 2011) ⇒ Conor Linehan, Ben Kirman, Shaun Lawson, and Gail Chan. (2011). “Practical, Appropriate, Empirically-validated Guidelines for Designing Educational Games.” In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ISBN:978-1-4503-0228-9 doi:10.1145/1978942.1979229
- QUOTE: Positive Reinforcement describes a situation where the presentation of a stimulus as a consequence of an instance of behaviour makes that behaviour more likely to occur in that context in future. For example, gaining experience points and gold pieces for killing a goblin may make goblin-slaughter the more likely response to future goblin encounters.