Operant+Theory+Technology+Integration

====Skinner believed in positive reinforcement, punishment or negative reinforcement, and extinction. If a student does something well, she should be rewarded and would therefore understand the action was good and continue. If the student does something incorrect or not desirable, they would be punished or receive negative reinforcement and consequences would occur resulting in that action not to be performed again. Extinction is when something that has previously been reinforced no longer exists.==== ====A classroom for younger students, most likely in elementary and middle school aged students, would contain lots of educational games. Educational games could be used independently, during centers, or teacher directed as a class. The games would have immediate responses the students' answers. If a student gets an answer right, they would receive more points or move further along in the game. If the student answers a question wrong, then negative actions would happen such as losing points, losing lives, or may have to repeat previous levels.==== ====Many educational games correlate with subjects, or lessons that are being taught in the classroom. A teacher could develop a simple game, or find one already in existent that the students could use to practice a skill previously learned. The students would be able to test themselves on their own knowledge of the skill. The game may or may not provide a lot of instructions, but instead allow the student to use trial and error to figure out how to play the game and how to win.==== ====Skinner would agree that when a behavior is followed by something seemed as pleasant, the frequency of that good behavior increases. In a classroom, students would like to succeed and do better. The students would have individual goals that they could meet and record using the computer and would eventually quit doing the undesirable. behaviors on the game and only complete the actions that resulted in positive reinforcement.====