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Skinner - Coggle Diagram
Skinner
summary
Learning theory
'skinner box'
operant conditioning
reinforcement needed to learn behaviours
reinforcement
positive: motivation to repeat behaviour = reward
in crime, status or money
negative: motivation to avoid behaviour = punish
in crime, being caught
jeffery application
differential reinforcement
more reward, more repetition
can be used to modify behaviour
case study
gambling, crime and behavourism
many crimes are commited to fund gambling
gambling = domestic abuse & neglect
gambler addicts in prisons
social policy
token economy
form of behaviour modification
tokens exchanged for sweets or calls - reward
no long term effect
evaluation
animal studies may link with humans
jeffery: crime leads to more rewards = reoffend
can't directly apply animals to humans
reductionist, solely external factors