BEHAVIOUR THERAPY
BEHAVIOUR THERAPY
**Shaping**
**Definition**: Shaping involves reinforcing behaviors that are successively closer to the approximations of the target behavior.
**Example**: A nurse working with a patient who has schizophrenia might use shaping to help the patient maintain personal hygiene. Initially, the nurse might reinforce the patient for simply entering the bathroom. Next, they might reinforce the patient for turning on the faucet, then for washing their hands, and eventually for taking a full shower. Each small step towards the final behavior is reinforced until the patient is consistently engaging in the target behavior.
**Flooding**
**Definition**: Flooding involves exposing clients to fear-invoking objects or situations intensely and rapidly.
**Example**: For a patient with severe agoraphobia (fear of open spaces), a nurse might accompany the patient to an open park and encourage them to stay there for an extended period. The nurse provides support and reassurance while the patient experiences their fear. The intense and rapid exposure helps to reduce the patient’s anxiety over time as they realize that their feared outcomes do not occur.
**Systematic Desensitization**
**Definition**: Systematic desensitization involves gradually exposing the client to something that causes extreme fear and pairing this exposure with relaxation responses to replace fear responses with relaxation responses.
**Example**: A nurse might work with a patient who has a fear of social situations. First, the nurse teaches the patient relaxation techniques like deep breathing and progressive muscle relaxation. Then, the nurse and patient create a hierarchy of feared social situations, from least to most anxiety-provoking. The patient is gradually exposed to each situation in the hierarchy while using relaxation techniques, starting with a less intimidating situation, such as making eye contact with a stranger, and gradually moving up to more challenging ones, such as having a conversation with a group.
**Aversion Therapy**
**Definition**: Aversion therapy involves pairing an undesirable behavior with an aversive stimulus so that the undesirable behavior will eventually be reduced.
**Example**: A nurse might work with a patient who has a habit of self-harm. The patient could wear a rubber band around their wrist and snap it each time they have the urge to self-harm. The mild pain from the snap serves as an aversive stimulus. Over time, this association may help reduce the frequency of self-harm behaviors.
**Token Economy**
**Definition**: Token economy involves rewarding desirable behaviors with tokens that can be exchanged for rewards, and punishing undesirable behaviors by taking away tokens.
**Example**: In a psychiatric ward, a nurse might implement a token economy system for patients. Patients earn tokens for engaging in positive behaviors such as attending group therapy, participating in activities, or completing daily self-care tasks. These tokens can then be exchanged for rewards like extra TV time, snacks, or privileges. Conversely, tokens might be taken away for negative behaviors like aggression or rule-breaking. This system helps reinforce positive behaviors and reduce negative ones.
These techniques can be very effective in helping patients with mental illness achieve their behavior goals and improve their overall well-being.
summary; BEHAVIOUR THERAPY
Techniques used to help clients achieve certain behaviour goals
Shaping It involves reinforcing behaviors that are successively closer and closer to the approximations of the target behavior.
Flooding It involves exposing clients to fear-invoking objects or situations intensely and rapidly.
Systematic Desensitization It involves gradually exposing the client to something that causes extreme fear and pairing this exposure with relaxation responses to replace fear responses with relaxation responses.
Aversion Therapy It involves pairing an undesirable behavior with an aversive stimulus so that the undesirable behavior will eventually be reduced.
Token Economy It involves rewarding desirable behaviors with tokens which can be exchanged for rewards, and punishing undesirable behaviors by taking away tokens.
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