CLASSROOM MANAGEMENT GAMES:
1. GOOD BEHAVIOR GAME
-Focuses on the reduction of inappropriate behavior by using reinforcers already found within the classroom environment
-It is a competition for two or more opposing groups of students.
-The teacher gives a list of rules (must be specific and measurable) and criteria (# of rule violations allowed) to receive the reward.
-The teacher counts every time each team violates one of the rules.
-The team with the least amount of violations wins. However, if all teams remain under the limit of violations, all teams win.
2. RESPONSE-COST RAFFLE-Motivates students to reduce their instances of inappropriate behavior by taking away reward opportunities for students who misbehave(negative punishment).
-Establish what constitutes inappropriate behavior and tell the students.
-Give the entire class raffle tickets at the beginning of an instructional period.
-If a student engages in inappropriate behavior during the predetermined time, the teacher must remove one raffle ticket for each inappropriate behavior that occurred.
-All tickets that remain at the end of the class will be entered into a raffle.
-One winner is drawn to receive a prize.
3. Mystery Motivator
-This intervention was designed to increase the proficiency of any academic or behavioral task demand by providing a “mystery” reinforcement using a random schedule (positive reinforcement)
-Develop a reinforcement chart.
-Randomly select days that students or the entire class will receive the reward and mark them on the calendar.
-Identify criterion for receiving the reinforcer.
-If the student or class meets the criterion established then they can see if it is a reward day.
-If it is a reward day, they receive the reward, if not they are reminded that they have a chance to try again later.
Note: This information was taken from Cathy Thomas's "Class-Wide Behavior Management" PowerPoint slides. Lindsay Oram and Kaylee Conley developed the slides.
1. GOOD BEHAVIOR GAME
-Focuses on the reduction of inappropriate behavior by using reinforcers already found within the classroom environment
-It is a competition for two or more opposing groups of students.
-The teacher gives a list of rules (must be specific and measurable) and criteria (# of rule violations allowed) to receive the reward.
-The teacher counts every time each team violates one of the rules.
-The team with the least amount of violations wins. However, if all teams remain under the limit of violations, all teams win.
2. RESPONSE-COST RAFFLE-Motivates students to reduce their instances of inappropriate behavior by taking away reward opportunities for students who misbehave(negative punishment).
-Establish what constitutes inappropriate behavior and tell the students.
-Give the entire class raffle tickets at the beginning of an instructional period.
-If a student engages in inappropriate behavior during the predetermined time, the teacher must remove one raffle ticket for each inappropriate behavior that occurred.
-All tickets that remain at the end of the class will be entered into a raffle.
-One winner is drawn to receive a prize.
3. Mystery Motivator
-This intervention was designed to increase the proficiency of any academic or behavioral task demand by providing a “mystery” reinforcement using a random schedule (positive reinforcement)
-Develop a reinforcement chart.
-Randomly select days that students or the entire class will receive the reward and mark them on the calendar.
-Identify criterion for receiving the reinforcer.
-If the student or class meets the criterion established then they can see if it is a reward day.
-If it is a reward day, they receive the reward, if not they are reminded that they have a chance to try again later.
Note: This information was taken from Cathy Thomas's "Class-Wide Behavior Management" PowerPoint slides. Lindsay Oram and Kaylee Conley developed the slides.
Differentiating Instruction Using Universal Design for Learning Lesson Plan Project
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Evidence Based Practices Research Project
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