How to Assert Academic Control in the Classroom: Tier I Ideas

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Presentation transcript:

How to Assert Academic Control in the Classroom: Tier I Ideas Presenter: Jim Wright www.intervention central.org

A Typical Sampling of Kids From Your Classroom…

How a Traditional Classroom is Like a Pinball Machine…

Classroom Management: Tier I Universal intervention: Available to all students Example: Additional classroom literacy instruction Tier I Individualized Intervention: Students who need additional support than peers are given individual intervention plans. Example: Supplemental peer tutoring in reading to increase reading fluency Tier II Intensive Intervention: Students whose intervention needs are greater than general education can meet may be referred for more intensive services. Example: Special Education Tier III

Key Concept: ‘Behavior Stream’ (Schoenfeld & Farmer, 1970) Individuals are always performing SOME type of behavior: watching the instructor, sleeping, talking to a neighbor, completing a worksheet (‘behavior stream’) When students are fully engaged in academic behaviors, they are less likely to get off-task and display problem behaviors Academic tasks that are clearly understood, elicit student interest, provide a high rate of student success, and include teacher encouragement and feedback are most likely to ‘capture’ student behavior effectively

Proactive Classroom Management: The Teacher’s Key to Positive Behaviors Group behavior management skills are the key to any well-run classroom and also promote improve learning. Most students do well and behave appropriately when: The physical environment of the classroom is neat, orderly, and well laid out. The teacher makes efficient use of time, gives clear directions, and instructs at a brisk pace to keep students full engaged in academics. Students are active learners who ‘show what they know’ during instruction and receive teacher feedback and encouragement. Classroom rules are fair, simple, and stated in positive terms. The teacher actively scans the classroom to proactively head off behavior problems before they spiral out of control.

www.interventioncentral.org

Good Behavior Game (Barrish, Saunders, & Wold, 1969)

Good Behavior Game: Steps The instructor decides when to schedule the Game. (NOTE: Generally, the Good Behavior Game should be used for no more than 45 to 60 minutes per day to maintain its effectiveness.) The instructor defines the 2-3 negative behaviors that will be scored during the Game. Most teachers use these 3 categories: Talking Out: The student talks, calls out, or otherwise verbalizes without teacher permission. Out of Seat: The student’s posterior is not on the seat. Disruptive Behavior: The student engages in any other behavior that the instructor finds distracting or problematic.

Good Behavior Game: Steps The instructor selects a daily reward to be awarded to each member of successful student teams. (HINT: Try to select rewards that are inexpensive or free. For example, student winners might be given a coupon permitting them to skip one homework item that night.) The instructor divides the class into 2 or more teams. The instructor selects a daily cut-off level that represents the maximum number of points that a team is allowed (e.g., 5 points).

Good Behavior Game: Steps When the Game is being played, the instructor teaches in the usual manner. Whenever the instructor observes student misbehavior during the lesson, the instructor silently assigns a point to that student’s team (e.g., as a tally mark on the board) and continues to teach. When the Game period is over, the teacher tallies each team’s points. Here are the rules for deciding the winner(s) of the Game: Any team whose point total is at or below the pre-determined cut-off earns the daily reward. (NOTE: This means that more than one team can win!) If one team’s point total is above the cut-off level, that team does not earn a reward. If ALL teams have point totals that EXCEED the cut-off level for that day, only the team with the LOWEST number of points wins.

Good Behavior Game: Troubleshooting Here are some tips for using the Good Behavior Game: Avoid the temptation to overuse the Game. Limit its use to no more than 45 minutes to an hour per day. If a student engages in repeated bad behavior to sabotage a team and cause it to lose, you can create an additional ‘team of one’ that has only one member--the misbehaving student. This student can still participate in the Game but is no longer able to spoil the Game for peers! If the Game appears to be losing effectiveness, check to be sure it is being implemented with care and that you are: Assigning points consistently when you observe misbehavior. Not allowing yourself to be pulled into arguments with students when you assign points for misbehavior. Reliably giving rewards to Game winners. Not overusing the Game.

Team 1 Team 2 Good Behavior Game Cut-Off=5 Game Over Out of Seat Call Out Disruptive Answer: Both teams won the Game, as both teams’ point totals fell BELOW the cut-off of 5 points. Question: Which team won this Game?

References Gettinger, M. (1990). Best practices in increasing academic learning time. In. A. Thomas & J. Grimes (Eds.), Best practices in school psychology-II (pp. 393-405). Silver Spring, MD: National Association of School Psychologists.