Sidney Slug: A Computer Simulation for Teaching Shaping without an Animal Laboratory

Abstract
Establishing or maintaining animal learning laboratory facilities for providing hands-on instructional experiences in behavior shaping is fraught with staffing, space, and other budgetary problems, as well as negative community attitudes concerning the use of laboratory animals. A microcomputer program was created to simulate the behavior of a computerized “animal” so that students could learn and practice the shaping of behavior. Mathematical algorithms were written to allow the “animal” to show gradual improvements in directional movements after appropriate shaping by the student. A graphic tutorial and a provision for online feedback and prompting during shaping were used for individualizing instruction for the students' changing skills. Students were able to shape successfully and rated the laboratory simulation highly.

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