10/24/02 Holly Zumpfe Positive Reinforcement Defined Positive reinforcement is a procedure where someone is rewarded contingent on a specific behavior. The point is to increase some specific behavior Example: A child is rewarded with football cards for completing his physical therapy exercises. We want to focus on increasing a positive behavior! Positive Reinforcement checklist
Things to remember when starting a
positive behavior intervention 1. Select and define a behavior to increase 2. Choose the reinforcers for that behavior 3. Deliver the positive reinforcement immediately following the behavior 4. Monitor student progress The “Grab Bag” Reinforcement Program The Grab Bag system gives the child the opportunity to pick an item from the grab bag after performing a desired/specified behavior. – Edibles (e.g., candy, raisins, soda) – Material “things” (e.g., stickers, pencils) – Extra Privileges (e.g., extra time watching tv, stay up 15 minutes later) – Parental time (e.g. baking cookies with mom) The Grab Bag should include items that are reinforcing to the child!! Setting up the “Grab Bag” 1) Determine the behavior to increase 2) Collect baseline on the behavior 3) Choose the rewards for the grab bag put the items on 3X5 index cards and it is the index cards that go in the actual grab bag Make sure the items are rewarding 4) The child must perform desired behavior to pick from the grab bag. 5) The unpredictability of the prizes keeps the child interested. 6) Monitor the targeted behavior. Spinner Charts (Mystery Motivatior) (Show spinner) Make a menu of reinforcers for each number 1-6 Smaller wedges represent more popular/expensive items Larger wedges are usually less expensive and easier to provide (I.e., hugs, high-fives, stickers, pencils) Same behavior definition, baseline collection, and performance monitoring used as in grab bag. A chance to spin is very motivating Variations to Mystery Motivator Gradually increase the number of times they must perform behavior before they get to spin. Use a chart that includes erasable markers (transparent, invisible ink) to indicate if the child gets a reward that time (refer to Moore, Waguespack, Wickstrom, Witt, & Gaydos, 1994). Chart weekly progress Group-Oriented Contingencies What is a group contingency? One in which the presentation or loss of a reinforcer is contingent upon the behaviors of the group (or classroom). Why group? Time efficient Economical Impractical individual plans Quick remedy for disruptive classroom behaviors Peer influence The “Good Behavior Game” Example of a group-oriented contingency Classroom (or group) divided into two teams Teams compete against a set criterion for a prize. So, teams not competing against each other but encourages within group cooperation Is this Effective? Baer & Richards (1980) Reduced classroom disruptive behaviors from baseline Good during an instructional period (I.e., math, reading) When game in effect = talking and out of seat behaviors occurred at lower levels from baseline When game not in effect = disruptive behaviors occurred more frequently Effectiveness continued Swain, Allard, & Holborn (1982) Tooth brushing focus 1st and 2nd grade students Home behavior rewarded at school Initiated with 1st graders, then 8 weeks later, initiated with second graders – What kind of design is this?????? When initiated in both groups, increase in tooth brushing occurred Guidelines to Implementing a Group Contingency 1) Choose a powerful reinforcer 2) Target a specific behavior/set of behaviors to target 3) Set an appropriate performance—you want to see success!! 4) Combine other strategies/procedures if needed 5) Select appropriate group contingency Dependent Independent Interdependent 6) Monitor performance (baseline & intervention) Procedure for Good Behavior Game (Rathvon, 1999) 7) Select an instructional period (most disruptive and most behavior problems) 8) Tell children about the game and the point of the game is to “learn more during math” (for example) 9) Explain the game Criterion Operationalize behaviors that get “tallies” Reward Winning team/Both Win Procedure for Good Behavior Game (Rathvon, 1999) cont… 1) Divide into 2 teams 2) Make a place on the chalkboard to keep track of both team “tallies” 3) Tally disruptive targeted behaviors during “game time” 4) Lower limits for criterion gradually 5) Deliver daily rewards at first and gradually fade to weekly START WITH SUCCESS!!!! CAUTIONS (During the Good Behavior Game) Disruptive students may act out more! If this happens: – Remind them of rules – If necessary break all disruptive children into a 3 rd group – Add a negative contingency if needed