Association for Behavior Analysis International

The Association for Behavior Analysis International® (ABAI) is a nonprofit membership organization with the mission to contribute to the well-being of society by developing, enhancing, and supporting the growth and vitality of the science of behavior analysis through research, education, and practice.

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51st Annual Convention; Washington DC; 2025

Event Details


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Symposium #32
CE Offered: BACB/IBAO
The Jack Gewirtz Research Awards - The Making of Behavior Analysts as Scientist Practitioners A Symposium Sponsored by the Behavioral Development Special Interest Group (DEV SIG)
Saturday, May 24, 2025
10:00 AM–11:50 AM
Marriott Marquis, M4 Level, Archives
Area: DDA/AUT; Domain: Applied Research
Chair: Gladys Williams (LEARNMOREinc)
Discussant: Richard E Laitinen (Educational and Developmental Therapies, Inc)
CE Instructor: Richard E Laitinen, Ph.D.
Abstract:

One of the objectives of the Behavioral Development SIG is to support young behavior analysts in their pursuit of becoming scientist-practitioners in their professional careers. The Dev SIG established the Jack Gewirtz Student Research Award to promote this value. The included studies collectively explore ways to create opportunities to teach behavioral cusps that promote the development of complex observational learning and verbal operants. The first study analyzes integrating technology to increase observing responses for faces. The second evaluates the development of generalized play of children with autism spectrum disorder.  The third conducts a parametric analysis of the duration of speaker immersion protocol on verbal operant emission. The fourth study analyzes social relations in classroom settings. The findings of these award-winning student studies contribute to the advancement of the treatment of children with autism and related disorders and are relevant to practitioners applying the science of behavior analysis to the treatment of children with developmental disabilities.

Instruction Level: Intermediate
Target Audience:

The audience needs to have a working knowledge of verbal behavior analysis research, the Naming literature, and knowledge of behavior principles and concepts.

Learning Objectives: 1. will Identify factors that contributed to successful generalization of play skills and areas where limited generalization occurred.
2. Can we condition adult faces as reinforcers using virtually presented faces? and, will the virtually conditioned reinforcement value be transferred to live faces and other generalized real-life situations?
3. The audience will learn the effectiveness of the Speaker Immersion Procedure (SIP) in increasing the frequency and diversity of vocal verbal operants among preschool children with developmental disabilities across different intervention durations
 

From Virtual to Reality: Integrating Technology to Increase Observing Responses for Faces

YOOJIN YEO (Columbia University Teacher's College), Yifei Sun (Teachers College Columbia University/ Fred S. Keller School), Daniel Mark Fienup (Teachers College, Columbia University), Lin Du (Teachers College, Columbia University)
Abstract:

Looking at human faces is one of the most developmentally crucial responses from infancy as it is an important stepstone of social and communicative skills (Gilga & Csibra, 2007). Previous research has found that an absence of preferential attention to familiar faces, face-like stimuli, or voices is a known hallmark of Autism Spectrum Disorder (ASD) (Jones & Klin, 2013). According to the study, attention to face is robustly correlated with autistic symptoms, and with developmental and adaptive skills (Latre`che et al., 2021). Researchers also found that a higher level of attention to face showed significantly better verbal skills in both expressive and receptive language as well as better adaptive skills, notably in the areas of communication, socialization, and daily living skills (Latre`che et al., 2021). Using iPads as an intervention tool for young children with developmental disabilities revolutionized the way in which interventions can be delivered (Kagohara et al., 2013). Paradoxically, however, increased time in front of the computer might negatively affect the quality of real-life social interactions (Sung et al., 2016). Therefore, the key is to effectively transfer the skills learned from the screen to real life. This study is to investigate the effect of an iPad-based face conditioning intervention. We attempt to answer the following questions through this study: First, can we condition adult faces as reinforcers using virtually presented faces? Second, can the established reinforcing value be transferred to live faces and other generalized real-life situation

 

Generalization of Pretend Play Skills From Real Objects to Toys: A Preliminary Analysis

TONI ROSE AGANA (University of Nebraska Medical Center's Munroe-Meyer Institute), Tina Sidener (Caldwell University), Nicole M. Rodriguez (University of Nebraska Medical Center's Munroe-Meyer Institute), Sharon A. Reeve (Caldwell University), Heather Pane (Daemen University)
Abstract:

Researchers have reported that children engaged in pretend play that reflects the conventional activities of their environment (i.e., learned combinations play; Lifter et al., 2022). This contrasts with the pretend play patterns of children with autism spectrum disorder (ASD), who typically display fewer and less varied play behaviors. Existing research on teaching pretend play to children with ASD often includes prompting and reinforcing scripted responses. These procedures, while effective and efficient, have been criticized for producing rigid, rote play rather than pretend play re-enacting real life events. The purpose of this study was to evaluate the effects of teaching actions with real objects on the emergence of generalized learned combinations play in three children with ASD. Overall, the results demonstrated that teaching children actions using real objects facilitated generalization of those actions with toys. We provide future directions for research when limited generalization was observed with some toys. Additionally, we discuss the implications of automatic reinforcement and the motivating operation in relation to our findings. Keywords: developmental play, generalized play, generalization, learned combinations play, autism, play

 
Parametric Analysis of Duration of Speaker Immersion Protocol on Verbal Operant Emission
XIAOYUAN LIU (Teachers College, Columbia University), Daniel Mark Fienup (Teachers College, Columbia University)
Abstract: The Speaker Immersion Procedure (SIP) is a mand training protocol that involves the manipulation of motivating operations to create frequent manding opportunities. This method has been found as an effective approach for increasing the production of vocal verbal operants in both contrived and natural settings. The current study evaluated the effects of SIP on six preschool children with developmental disabilities over two different intervention durations. Researchers provided 50 manding opportunities per day for either 3- or 6-consecutive days. Our study included two dependent variables: 1) the number and types of mands emitted during establishing operation probes (i.e., expanded, basic, and non-target), and 2) the number of vocal verbal operants (i.e., mands, tacts, sequelics, conversational unit, and self-talk) emitted in non- instructional settings. The resulting data indicated that SIP produced an increase in expanded mands during establishing operation probes and an increased number of vocal verbal operants emission in non-instructional settings across all participants regardless the intensity of SIP. Keywords: mands, speaker immersion, verbal operants
 
Analyzing Social Relations in Classroom Settings: A Network Analytic Perspective to PAX Good Behavior Game
MARIE R. AUNEMO (Oslo Metropolitan University)
Abstract: PAX Good Behavior Game is an evidence-based classroom behavior management program that has demonstrated positive effects on students’ classroom behavior, academic achievement, and student-student relations. This paper presents the effects of the program through a Social Network Analysis on student-student relations with children from kindergarten to 3rd grade. Five classrooms were randomly assigned to three baselines, and four short interviews were conducted to gather interactional data over the school year of 2023-2024. The students’ social networks were mapped through questions about the number of peers they had interacted with during the last week: (1) Whom do you play with the most, (2) Who have you played with this week, (3) Whom have you helped this week?, (4) From whom have you received help from this week?, (5) Who have you said something nice to this week, and (6) Who has said something nice to you this week? The results on the effect of the PAX Good Behavior Game on student-student relations will be presented with graphic representations of measures of interaction in social groups, such as centrality, average distance, and cluster coefficient. The outcome measures will be discussed as indicators of webs of influence, patterns of behavior spread, and social reinforcement. Keywords: Social Network Analysis, PAX Good Behavior Game, student-student relations
 

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