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Increasing Appropriate Behavior in the Classroom

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Page 1: Increasing Appropriate Behavior in the Classroom · Increasing Appropriate Behavior in the Classroom ... Praise Premack ... and academic growth in a variety of ways for students without

Increasing Appropriate Behavior  in the Classroom 

 

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In this PPT Compliance Strategies  Effec9ve Commands and Direc9ons     

 Precision Requests  Ac9ve Supervision  Choice  High‐P Request Sequence 

Preven3on Strategies  Precorrec9on  Ac9ve Supervision  

Posi3ve Reinforcement Strategies 

 Praise  Premack Principle  Group Con9ngencies  The Good Behavior Game  Mystery Mo9vator Behavioral Contract and  Token Economies 

 Behavioral Contracts  Token Economies  100 Squares 

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Compliance Strategies  Effec9ve Commands and Direc9ons      Precision Requests  Ac9ve Supervision  Choice  High Probability Request Sequence  

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Noncompliance (Walker, Ramsey, & Gresham, 2004) 

•  Indicator of more serious behaviors (e.g., aggression, opposi9onal behavior). 

•   “Gate key” behavior that may trigger challenging interac9ons with others (i.e., parent, peers, and teachers) and lead to more more serious behaviors. 

 Therefore, by effec-vely addressing noncompliance, it is possible to prevent more serious student misbehavior 

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Effec9ve Commands (Walker, Ramsey, & Gresham, 2004) 

•  Only give as many commands as needed –  Decreased compliance occurs with increases in the number of 

commands given •  Obtain student aWen9on and eye contact •  Use more “ini9a9ng” (or “start”) commands versus “termina9ng (or 

“stop”) commands •  Deliver one direc9ve or command at a 9me – for tasks with mul9ple steps, 

give a separate command for each step •  Use clear, concise, and specific language •  Allow 9me for student to comply •  Only give the command two 9mes – if not followed a[er second 9me, 

provide consequence for noncompliance •  Given from a distance of three feet. •  Use a maWer‐of‐fact and nonemo9onal tone of voice (do not yell, plead or 

threaten) •  Reinforce compliance!  

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Examples and Nonexamples  of Effec9ve Commands 

Nonexamples •  Daniel, can you sit down? •  If you don’t sit down, I will call your mother! •  Why can’t you behave like the other children? You are always out of your seat! 

•  Sit down!!!!!!!! Examples •  Daniel, please sit in your chair.  

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Precision Requests Steps (Jenson & Reavis, 1997) 

• 1st request for compliance using “Please” and characteris9cs of effec9ve commands • Wait 5 seconds – if there is compliance: REINFORCE! • Noncompliance: Repeat request using signal words: You need to …” • Compliance: REINFORCE! • Noncompliance: mild preplanned nega9ve consequence (e.g., loss of opportunity to earn token for that 9me period) 

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Ac9ve Supervision •  Defini9on – “those behaviors displayed by supervisors designed to encourage more appropriate student behavior and to discourage rule viola9ons" (p. 110) 

•  Ac9ve supervision involves  – Monitoring large areas (e.g., gym, hallway, playground) 

– Moving and interac9ng with students – Scanning  and correc9ng inappropriate behavior & reinforcing appropriate behavior 

  

 (Lewis, Sugai, & Colvin, 2000) 

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Choice Making •  Choice: offering a student two or more op9ons and allowing 

student to independently select an op9ons •  Choice can provide students an opportunity to have control over 

their environments Choice can be used to encourage and support appropriate behaviors 

and academic growth in a variety of ways for students without disabili8es and with high incidence and severe disabili8es: 

•  Choice of rou9ne ac9vity and steps within ac9vity (Dibley & Lim, 1999) 

•  Choice of academic task (Dunlap et al., 1994)   •  Choice of task sequence for students with EBD (JoliveWe et al., 

2001)  •  Choice of math task ‐  interven9on for general educa9on students  

(Carson & Eckert, 2003) •  Choice of task and reinforcement for students with severe 

disabili9es (Cosden, Gannon, & Haring, 1995)  Also see Morgan (2006) for classroom applica8on   

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High Probability Request Sequence (Oliver & Skinner, 2003) 

Defini3on  •  The presenta9on of a series of direc9ons that a student is likely to perform  (i.e., high‐p command) delivered immediately before a request that a student is less likely to perform (i.e., low‐p command) –  “High‐p” teacher commands ‐ 80% or beWer compliance –  “Low‐p” teacher commands ‐ 40‐50% or less compliance 

•  Using a series of high‐p requests to build behavioral momentum in order to increase the probability of compliance with the low‐p request 

•  The high probability request sequence establishes a learning history of compliance & reinforcement 

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High Probability Request Sequence  

Steps (Davis, 1995) •  Deliver a series of three to five high‐p commands at a rapid pace  

•  Provide praise for each performance of the high‐p command 

•  Deliver a low‐p command •  Provide praise for the performance of the low‐p request 

 Example: A teacher can ask a student to give me five, touch your nose, clap your hands (high‐p commands) just before direc9ng the student to get out her textbook (low‐p command). 

 

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Preven9on Strategies  Precorrec9on  Ac9ve Supervision  

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Precorrec9on     

 Focuses on instruc9on in areas where teachers an9cipate behavioral errors 

 Provide a verbal reminder of the previously taught rules and rou9nes before a problem occurs. 

 Example: “Remember that when you line up to leave,  there is no talking.” 

(Kerr & Nelson, 2010) 

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Ac9ve Supervision •  Defini9on – “those behaviors displayed by supervisors designed to encourage more appropriate student behavior and to discourage rule viola9ons" (p. 110) 

•  Ac9ve supervision involves  – Monitoring large areas (e.g., gym, hallway, playground) 

– Moving and interac9ng with students – Scanning – correc9ng inappropriate behavior & reinforcing appropriate behavior 

  

 (Lewis, Sugai, & Colvin, 2000) 

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Posi9ve Reinforcement Strategies 

 Praise  Premack Principle  Group Con9ngencies 

 Good Behavior Game 

 Mystery Mo9vator  

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Teacher Praise  •  “Any verbal or nonverbal ac9on by the teacher that indicates 

approval or sa9sfac9on of student behavior.” (p. 59) •  Basic and important influence on student behavior 

–  High levels of praise = high levels of on task –  Low levels of praise (more disapproval) = low levels of on task 

•  Rates of teacher praise decrease in frequency with each successive grade 

•  Praise does not take a lot of training, complex materials, forms •  Basic requirement: teacher leaves desk and moves around 

classroom Cau-ons: Teacher praise may not be reinforcing for some students; 

therefore, pair praise with a tangible item or something else that is reinforcing to student ini8ally. 

Students may become praise dependent to complete work; therefore do not stay too long with one student’s desk.  

  (Loveless, 1997)  

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Praise Guidelines (Loveless, 1997) 

I‐Feed‐V I  = immediate F = frequent E = enthusiasm E = eye contact D = describe the behavior V = variety   

4:1 

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Premack Principle  (or how to use ac9vi9es as rewards) 

 •  A posi9ve reinforcement strategy – Students are allowed to par9cipate in a high‐probability ac9vity (something preferred) as a consequence/reward for comple9ng a low‐probability ac9vity (something less preferred). 

– The goal is to use the high probability ac9vity to increase the low‐probability behavior. 

•  Example: “You may go to recess a[er you complete your math problems.”  

•  Also called “Grandmother’s rule” –  “You may have dessert a[er you eat your brussel sprouts.” 

(Alberto & Troutman, 2009; Premack, 1962) 

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Con9ngency Arrangements •  Independent ‐ Con9ngencies in place for all students but 

reward based on individual student behavior –  Each student with fewer than one tardy per grading period will receive 

a free homework pass. •  Interdependent ‐ Con9ngencies in place for all students, 

and reward based on all students in class reaching a certain level of behavior (Be sure that all students are capable of performing target behaviors) –  If all students turn in their homework on 9me each morning, I will put 

2 marbles on the jar. When the jar is full, we will have a pizza party. 

•  Dependent – Con9ngencies in place for all students but reinforcement of whole class based on performance of a few students •  When Group B finishes their science project, the whole class will get a 

homework pass. (Kerr & Nelson, 2010) 

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A Group Con9ngency:  The Good Behavior Game 

 •  An interdependent group con9ngency where the goals is not to earn points for the target behavior. 

•  The class is divided into groups. •  Students earn points for instances of a target behavior (i.e., problem behavior). 

•  The team(s) that do not exceed the cutoff score win. 

(Kerr & Nelson, 2010) 

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A Group Con9ngency: The Good Behavior Game  •  Decide which 9mes of day or class periods the 

game will be played – Target 9me when appropriate academic behaviors are expected  

•  Define the nega9ve behaviors that will be counted during the game – E.g., leaving seat, talking out, or disrup9ng 

•  Determine rewards (daily, weekly) – Think about rewards that support class goals (e.g., free 9me for winning groups to prac9ce social skills 

•  Introduce game to class (see next slide) (Kerr & Nelson, 2010) 

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A Group Con9ngency: The Good Behavior Game  •  Introduce game to class: 

–  Divide class into two to three teams. –  Have students name their teams to build team spirit. –  Inform students which target behavior(s) will be scored. –  Both teams can win if they do not exceed a certain number of points (e.g., 4). 

–  If both teams exceed the cutoff, the team with the lowest score wins. 

–  The teacher will be the judge of when a team earns a point. –  The team with the fewest points at the end of the week can earn an extra reward. 

•  Play the game  

(Kerr & Nelson, 2010) 

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Troubleshoo9ng The Good Behavior Game  

•  What happens if some students try to sabotage the game by inten9onally scoring points?  – Group these students as a separate team  

•  What if the effec9veness begins to diminish? – Make sure the points are being given correctly and consistently as needed 

– Be sure not to argue with students about the scoring of points 

(Kerr & Nelson, 2010) 

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Mystery Mo9vator Incen8ve system based on using a variable schedule of 

reinforcement to promote appropriate behavior Steps 1)  Select a variety of basic reinforcers. 2)  Write one of the reinforcers on piece of paper & put in sealed 

envelope. 3)  Define target behavior & criteria. 4)  With invisible pen, write M on calendar reward days. 5)  If students meet criteria, student colors in day with developer 

pen. 6)  If no M, praise students & encourage for next day. 7)  Use at least 2 ‐ 3 M per week un9l students are used to system 8)  Bonus: Write a number with invisible pen; if students met their 

target that many 9mes at least, get bonus (Jenson, Rhode, & Reavis, 1994) 

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Example of  Mystery Mo9vator Calendar 

 February

Sunday Monday Tuesday Wednesday Thursday Friday Saturday

1 2 3 4 5 6

7 8 9 10 11 12 13

14 15 16 17 18 19 20

21 22 23 24 25 26 27

28

M! M!M!M! M!

M!

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Behavior Contracts  & Token Economies 

 Behavioral Contracts  Token Economies  100 Squares  

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Behavioral Contracts 

•  Agreement between teacher and student •  WriWen document of reinforcement con9ngency •   Meet with student 

•  Explain contract •   Show examples •  Decide together on target behaviors for contract •  Determine rewards •  Nego9ate how student will earn reinforcer‐iden9fy student performance criterion 

•  Decide when contract will be reviewed •  Teacher and student sign 

(Kerr & Nelson, 2010) 

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Troubleshoo9ng Contracts 

•  Student begins mo9vated to work on contract and then loses mo9va9on – The reward may be too far in the future 

•  Student never seems to get started with contract – The terms of the contract may be unclear 

•  Student refuses to par9cipate in contract – There may need to be a penalty clause in the contract or the reward may not be reinforcing 

  (Jenson & Reavis, 1997) 

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Token Economy •  Tokens –  Generalized reinforcer –  Earned through demonstra9on of target behavior –  Exchangeable for a backup reinforcer valued by student –  Common tokens: points; s9ckers; check marks –  Use with whole‐class or individual students 

•  Steps –  Iden9fy & define target behavior (goals) –  Iden9fy & define problem behaviors  –  Select tokens,& determine token value –  Determine backup reinforcers & fines –  Decide how to store & monitor tokens –  Determine 9me intervals for earning and exchanging –  Teach, implement, and monitor program 

 (Kerr & Nelson, 2010) 

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Considera9ons for a Token Economy •  Make sure defini9ons are clear to teachers and student 

•  Select tokens that are durable and last – Types of tokens: poker chips, s9cker, play money, hole punched in card, stamps, connect the dots picture, puzzle pieces 

•  Select or design tokens that cannot be counterfeited or are easily accessible to students 

•  Make sure students are able to experience and access reinforcement 

(Kerr & Nelson, 2010) 

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Token Economy: 100 Squares 

1  2  3  4  5  6  7  8  9  10 

11  12  3  14  15  16  17  18  19  20 

21  22  23  24  25  26  27  28  29  30 

31  32  33  34  35  36  37  38  39  40 

41  42  43  44  56  46  47  48  49  50 

51  52  53  54  55  56  57  58  59  60 

61  62  63  64  65  66  67  68  69  70 

71  72  73  74  75  76  77  78  79  80 

81  82  83  84  85  86  87  88  89  90 

91  92  93  94  95  96  97  98  99  100 

(Sprick, Garrison, & Howard, 1998) 

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Token Economy: 100 Squares   •  Acknowledge and reinforce whole class 

behavior – Useful to improve a par9cular class rule (e.g., remaining on task) 

•  “Catch class being good”: class earns tokens with numbers that are filled in on a chart. When 10 squares in a row (horizontally, ver9cally, diagonally) are filled in, class earns reward 

(Sprick, Garrison, & Howard, 1998) 

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Steps for 100 Squares •  Iden9fy and define target behavior (e.g., staying on task). •  Post 100 squares chart in prominent loca9on in classroom. •  Determine type of token (e.g., small tags, popsicle s9cks, etc) •  On each token, write a number 1 – 100. •  Put tokens in a container; also have a container for the tokens that 

have been drawn (discard container). •  Explain token economy to class. •  Begin the token economy – When teacher catches students displaying the target behavior, ask a student to draw a token 

–  Fill in or color on the chart the number of squares as iden9fied on the token 

–  Put the token in the “discard” container –  Class earns reward when 10 squares in a row have been filled in 

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Other Considera9ons for  100 Squares 

•  Once students earn reward, begin a new 100 squares chart. 

•  Alternate students who draw tokens so all students eventually get a turn. 

•  When just beginning 100 squares, try to have about 10 drawings a day. 

•  Never have a drawing unless all students are demonstra9ng the target behavior. 

•  A[er students have earned several rewards, modify the chart to be 11 X 11 so more 9me is needed to earn reward. 

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