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Expert
on clicker training freely shared his knowledge with delegates at this years
BVNA Congress in new 'Meet The Specialist' sesslons. Here, Dot Creighton, DipAVN
(Surg), give their impression of the sessions:
The clicker training session, presented by Stephen King, was also popular. Stephen
is the owner of Crosskeys, a mail order company which specialises in behaviour
titles, among other topics, and author of several training videos and books
(including 'Ready, Steady. . . Click!').
The 'clicker' is a handheld device which emits a single click.
Stephen's seven years of clicker training experience with domestic and zoo animals
were put to good use as he demonstrated clicker techniques with his short-legged
assistant, Paddy the cocker spaniel. He showed delegates how first to familiarise
the animal with the clicker by repeated 'clicking and treating'. Then he progressed
to 'high density reinforcement' training, where the animal is taught a required
behaviour in a short space of time. He also demonstrated how to use a clicker
(rather than the trainer's voice) to let the dog know exactly when it was performing
the desired behaviour correctly. This is termed 'marking' the correct behaviour.
Stephen also explained the importance of collecting data, and plotting the animal's
correct responses daily on a graph after each training session. This provides
a method of monitoring the animal's progress. A decline or flat trend in such
a graph would indicate that the trainer needed to reassess his or her training
method.
Shaping, The Training Game.
The training game is a great way to sharpen your shaping skills and have fun
at the same time. First described in Karen Pryor's Don't Shoot the Dog (a definite
must read, see resources page). It allows you to see and experience other trainers
decision points, and to be aware of what you might have done instead. It allows
trainers to make mistakes and learn from them without confusing some poor dog
or unsuspecting person! Playing the game demonstrates the importance of accurate
timing. It also gives people an idea of how the animal feels during the shaping
process.
To play the training game you need at least two people, a trainer and
a subject. You will also need a clicker and some primary reinforcers (sweets!).
In my Clicker Workshops I often demonstrate the game by being the trainer and
asking a volunteer subject to be the 'dog'. After that I would get pairs of
volunteers to play both roles. We have the subject leave the room and the students
decide on the behaviour to be shaped. The behaviour must be something easy to
do physically which everyone can see. Some favorites are turning in a circle,
standing on a particular square looking in a certain direction, standing still
and clapping hands, pouring or drinking water, or turning on a light switch.
For more experienced students we go for two or three step behaviours such as:
picking up an object and perhaps giving it to someone, making a cup of tea,
walking and clapping hands, go to a chair pick it up move to a target area and
sit on it. Some of the students have become quite creative, but all the behaviours
are sociably acceptable and safe to do! Before the game begins it is essential
that the students understand the importance of reinforcing the smallest approximations,
although until they actually do it for themselves they are inclined to wait
until they have the whole behaviour before the reinforcing. You could wait forever!
The student subject is brought into the room and instructed to begin
moving randomly around the room and listen for clicks. Each time the student
subject hears the click, he or she must return to the trainer and get an imaginary
treat. This prevents the student subject from just standing in one spot and
trying to think, which gives you nothing to reinforce. The student subject will
also need to remember what he or she was doing when they where clicked. After
playing in hundreds of training games we seem to get the same responses from
the student subjects, they get fixated with the trainer; they watch for any
sign or signal, in particular any facial or body movements, which might help
them with the puzzle (this happens with dogs as well as people and if you continually
have food on your person this adds to the fixation on the trainer instead of
the behaviour being shaped). Some get stuck at the beginning as they try to
reason out why they got clicked instead of using the click as a marker to give
them the vital information to solve the puzzle. At this stage I generally give
them a keep going signal so that we can give them further clues (clicks). To
start with the game normally takes a couple of minutes with novice students,
but before the session is over the time it takes is around 30 seconds! The training
game is usually very instructive and you can see from the audience's expression
if a click was too slow in coming or was missed altogether! An unintentional
click can also cause a few gasps of bewilderment. As a rule there should be
no talking during the shaping process, the point of the game is that shaping
is a non-verbal interaction. However, cheers, groans, laughter and applause
are not only permitted but also are encouraged. The room is quite tense and
definitely pulling in the direction of the student subject to get the reinforcable
behaviour, and the trainer's complete attention in body and mind is focused
on the shaping activity. When the behaviour has finally been accomplished by
mutual agreement with rapturous applause from the audience (this is the reinforcer
to the trainer for a job well done). I always ask how it felt to be the student
subject and also what they think the target behaviour was. In some cases the
student subject achieved the target behaviour but could not remember the whole
process in which they had been involved. Others reported that there was an element
of confusion, especially with a novice trainer. Generally the students learn
that at the beginning of shaping a subject, more information was better than
less.
Generally everyone involved in the Training Game, participants and audience
alike, learns from almost every reinforcer (click). The trainer first of all
gets to discover what timing is all about and how crucial it is to signal the
click while the behaviour is actually occurring. It is clearly obvious, during
the exercise in which everyone is participating by agreement and with a will
to succeed, that whatever goes wrong is a function of the training, not the
trainee subject. Once you have been the animal subject you will empathise with
any animal subject you are training that has not yet fully understood what it
is supposed to be doing, so that it easily makes mistakes. So once you have
performed the non-verbal shaping with human subjects in an exercise, you may
not be so quick to say that the student subject or animal you are training is
"plotting revenge" for non-compliance, or "is stupid", or "deliberately trying
it on" or "is off colour today" or "is totally untrainable". He or she is just
untrained!
The built in delay: Have three people hold hands. The
one at the right hand end of the group is the trainer. When he wants to reinforce
the animal he squeezes the middle person's hand; that person squeezes the hand
of the third person who then clicks or says "good". Watch what goes wrong with
the shaping (by Marian Breland Baily and Robert Bailey).
The group Cheer: Instead of picking one trainer let the whole group cheer
and clap when the animal does something deserving of reinforcement and fall
silent when the behaviour is not improving. The group can travel around in a
building or outdoors, teaching the animal to fetch something from a distance,
go over an obstacle, etc. fun for the kids, especially (by Janet Lewis).
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