When you complete your maths exercise, you can play a computer game. Using such reinforcement, wherein a student's favourite activity is used to reinforce engagement in a less popular activity, is termed as
Using a preferred activity like a computer game to reinforce a less liked one like maths is the Premack principle.
It states that a high probability behaviour can reinforce a low probability behaviour, popularly called grandma's rule.
Thorndike's law of effect says responses followed by satisfaction are stamped in, but names no activity contingency.
Pavlov's experiment illustrates classical conditioning of reflexes, not the use of a preferred activity as a reward.
The none option fails because a precise, correct name for this arrangement exists.
David Premack proposed the principle in 1965, and it is widely applied in behaviour management and token systems.
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