Superstitions flourish in cultures around the word and in everyday life. Superstitions are so prevalent and influence personal and political decisions, therefore, we sought to develop a classroom demonstration of superstitious behavior that could be used to show quickly and effectively how powerful adventitious reinforcement could be in modifying behavior. An online game was developed and played by one hundred thirteen university students enrolled in a class on critical thinking. Participants gained points (reinforcement) arbitrarily during either 25% or 50% of each game's (A or B) 3 minute duration. Although points were non-contingent, students often engaged in superstations rules or patterns. Results of both self-reports and computer generated data showed, the games were successful in producing superstitious behavior patterns in about 50% of our participants. More students showed superstitious behavior in the 50% game than in the 25% game. We conclude that this is due to the higher reinforcement rate of in 50% game. For future studies, rearranging the stimulus array into a pattern that does not itself strongly control behavior could help refine the results.
Identifer | oai:union.ndltd.org:unt.edu/info:ark/67531/metadc862844 |
Date | 08 1900 |
Creators | Pourmorshed, Hormat Saadat |
Contributors | Pinkston, Jonathan, Ala'i-Rosales, Shahla, Toussaint, Karen |
Publisher | University of North Texas |
Source Sets | University of North Texas |
Language | English |
Detected Language | English |
Type | Thesis or Dissertation |
Format | Text |
Rights | Public, Pourmorshed, Hormat Saadat, Copyright, Copyright is held by the author, unless otherwise noted. All rights Reserved. |
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