Académique Documents
Professionnel Documents
Culture Documents
Table of Contents
Introduction to Intervention Websites
Teacher Vision
SchoolFamily.com
PBIS World
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Mystery Motivator
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Behavior Contracts
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The website also offers a printable, downloadable book, The PBIS World Book, which
contains all of the information on the site and costs $5.00 for individual use and $20.00 for
multiple users.
PBIS World is not affiliated with any governmental or state agency. There are some
interventions and supports listed on the website which are not evidence-based, therefore users
should proceed with caution when reading the various interventions and should conduct
independent research to evaluate each interventions fidelity and effectiveness.
Citation:
PBIS World. (2014). PBIS World. Retrieved April 23, 2014, from http://www.pbisworld.com
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Mystery Motivator
Description:
Motivating students to do certain tasks may be difficult, as many students simply might not want
to complete the assignments. The mystery component in this intervention is based on offering an
unknown reinforcer. The mystery reinforcer will engage students in the academic task, even
when the task is difficult.
Target:
Many students lack motivation to pursue academic success, even in areas where they are
proficient. Mystery Motivators are forms of reinforcement designed to keep them engaged and
participating in the learning process. Mystery Motivators can be used in a variety of content
areas including reading, math, social studies, science, writing, homework completion, and based
on a variety of outcomes including test averages, classroom participation, etc.
Location & Group Size:
This intervention can be class based or targeted to one individual.
Materials:
Preferred Reinforcers List
Reinforcers
Mystery Motivator Chart
Envelopes
Note Cards
Implementation Steps:
1. Develop reward menu with the student or class.
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2. Select a behavior that you wish to reduce or increase and write out the concrete definition for
the behavior.
3. Decide on a time period during the day for which the program will be implemented. For
example choose math class if a student is lacking motivation to complete homework or class
assignments in math.
4. Define goal (Example: 100% homework completion, 80% accuracy on test grades in math).
5. Construct Motivation Chart for the student with all the days of the week.
Randomly place * on a few days of the week (concentrate more motivators during
the teaching phase of the intervention). Each child should have different placement
of the mystery *.
In order to cover up the day, place a colored envelope over every day on the calendar.
In each envelope placed over the *, include a different motivator selected from the
childs favorite list.
6. If criterion is met, have the child remove the envelope on that particular day. If the Mystery
* is located on that day, have them open the envelope to reveal the mystery motivator.
Reinforcement should be implemented as soon as possible.
7. If there is not an *, encourage students that tomorrow will present another chance to earn
the Mystery Motivator.
8. Define the criteria for earning a bonus Motivator. For example, if the student removes four
out of five envelopes they can redeem them for a prize from the reward menu.
Comments/Tips:
Place reinforcement randomly, put a lot of * on the calendar during the teaching
phase of the intervention.
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Clearly define goals so students know what they are expected to achieve.
It is important to know that the students are performing at grade level and are capable
of the assigned tasks. If not, a more appropriate acquisition-level intervention should
be selected in order to teach the academic skill first.
Students need to find the reinforcements appealing. Students in lower grades or with
lower cognitive functioning may need more consistent reinforcement in order to
understand the link between the task and the Mystery Motivator. Tangible motivators
may also be more appropriate for younger or lower functioning students.
Citations:
Madaus, M. M. R., Kehle, T. J., Madaus, J., & Bray, M. A. (2003). Mystery motivator as an
intervention to promote homework completion and accuracy. School Psychology
International, 24, 369-377.
Moore, L. A., Waguespack, A. M., Wickstrom, K. F., Witt, J. C., & Gaydos G. R. (1994).
Mystery motivator: An effective and time-efficient intervention. School Psychology
Review, 23, 106-118.
The Watson Institute. [watsoninstitute1917]. (2012, June 18). Mystery motivator [video file].
Retrieved on April 14, 2014 from https://www.youtube.com/watch?v=6htcelp8p5Y
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Create and explain classroom rules. The rules should be displayed clearly and focused on
the desired behavior.
2. Make a list of potential reinforcers for the class, also have the students create their own list of
reinforcers. When feasible and reasonable, include students requests in the teachers list of
reinforcers. The reinforcers can be non-tangible items, such as a pass to read to
Kindergarteners, a pass for a computer lab instructional experience during typical lecturelearning time, or a group-wide get out of quiz pass, and etc.
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Every student in the class will receive 5 cards/raffle tickets with the students names
on them. All students must keep their cards on their desks.
Each time a student engages in a disruptive behavior the teacher will remove a card
from their desk.
This game will last for x number of minutes (periods, subjects, etc.)
The students who still have cards/raffle tickets at the end of the instructional period
will be entered into a raffle for a prize.
6. The teacher will randomly draw a raffle card and immediately reward the student whose
name is listed on the card.
Comments/Tips:
A list of rules that inform students about what they are supposed to be doing must be posted so
that everyone has quick access to the behavior guidelines that exist within the classroom. There
must be access to powerful reinforcers (things that the students will clearly work for). All of the
rules and counter rules (non- examples) must be modeled to the students before the start of the
intervention. Finally, students should have an opportunity to demonstrate the target behaviors
and receive immediate and accurate feedback. Other important considerations include:
Students must have demonstrated their ability to exhibit the desired classroom
behavior.
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If a student has not demonstrated that he/she is able to successfully exhibit the desired
classroom behavior, model for the student how to demonstrate the appropriate
behavior before implementing this intervention.
Citations:
Proctor, M. A., & Morgan, D. (1991). Effectiveness of a response cost raffle procedure on the
disruptive classroom behavior of adolescents with behavior problems. School Psychology
Review, 20, 97-109.
Witt, J. C., & Elliott, S. N. (1982). The response cost lottery: A time efficient and effective
classroom Intervention. Journal of School Psychology, 20 (2), 155-161.
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Behavior Contracts
Description:
Behavior contracts are positive-reinforcement interventions, which can be designed to reduce or
eliminate problematic behaviors, while also increasing pro-social behaviors and pro-academic
behaviors. It is an individualized intervention, which is a written agreement between a student
and a second party, (teacher or other school professional), which details concrete, positive
behavioral targets. The second party who wishes to replace the negative, undesirable behavior
chooses the desirable behaviors and employs the students input to agree on predetermined
mutual goals, reasonable rewards, and effective dates of the contract. Motivation is increased
when the students input is requested during the contract process, when selecting goals and
rewards, and during goal attainment.
Target:
This intervention is designed to increase motivation to abstain from problematic behaviors and to increase
pro-social behavior and pro-academic behaviors for individual students in grades 2-12.
Materials:
Notebook for brainstorming
Pen/Pencil
Behavior Contract template
Implementation Steps
First Stage- Negotiation Process
1. Before meeting with the student, compile a list of concerning behaviors that are to be reduced
or eliminated. Make sure that the behavioral definitions of each behavior are easily
understandable to ensure that the student comprehends the behavior of concern and why it must
be altered.
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2. Meet with the student to discuss the behaviors and gather their input on what their thoughts
are on the behavior. Together, brainstorm about specific goals to be included in the contract to
combat this behavior.
Again, make sure that the goals like the behavior are defined in simple,
understandable terms and are easily observable and measurable.
Communicate to the student that the contents of the contract are open to negotiation,
but that removal of the contract is not!
Example: If Alyssa is usually tardy for more than 8 days out of the month, institute
the contract for five weeks.
Compile a menu of rewards that the student will like. Make sure they are-age
appropriate and the rewards are in proportion to the required performance.
o Elementary and Middle School Students: 15 minutes of free time on the
computer for one hour of work or specific items such as ice cream coupons to
be redeemed at lunch.
o Middle and High School Students- skipping a class assignment for completing
8 assignments, extra time to complete large projects.
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Ask the students input on the reinforcers and if they can brainstorm any other
rewards such as the ones offered.
5. Penalty clauses.
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Consecutive Criterion
o Consecutive criterion requires the student to achieve the desired behavior in a
straight row. If they do not achieve the desired behavior on the 6th day after
achieving success for 5 days, they are punished for the 5 days they completed.
o Criterion should not count failures, but successes. Therefore cumulative
criterion is best suited.
For example: Alyssa will attend at least 9 classes for two consecutive
weeks as opposed to Alyssa will attend 9 classes in a row for two
consecutive weeks.
Citations:
DC Schools Project. (n.d.). Tips for managing behavior and increasing motivation. Retrieved
April 21, 2014, from
http://csj.georgetown.edu/wpcontent/uploads/2012//BehaviorMotivation.doc
Utah State Office of Education. (n.d.). Behavioral contracts. Retrieved April 21, 2014, from
http://www.iseesam.com/teachall/text/behavior/LRBIpdfs/Behavioral.pdf
OKeefe, M., & Smaby, M. (1973.) Seven techniques for solving classroom discipline problems.
High School Journal, 56, 190-199.
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2. State the behavior of interest to the class. The behavior(s) should be specific and easily
identifiable. Whenever possible, the interventionist should tell student what positive behavior
should replace the negative behavior (i.e., raise your hand instead of calling out).
3. Determine how the behaviors will be measured (i.e., frequency of the positive behavior,
amount of time student(s) maintain positive behavior, percentage of correct responses).
4. Determine where behaviors will be monitored. If possible, the target behavior should be
monitored across different environments to increase the interventions effectiveness (i.e.,
classroom, lunch, recess, bus, etc).
5. Identify what will be used as the initial reinforcer. The reinforcer should be readily available,
easy to distribute, and difficult to forge (i.e., tokens, stickers, coins).
6. Select back up reinforcers. Involve the students in selecting reinforcers to ensure that they are
perceived as rewarding:
Analyze the results of the survey to determine which rewards are deemed to be most
important to the students.
Ensure that the reinforcers are appropriate, have educational value, are cost efficient, and
cause no harm or danger to students.
7. Establish a value (points) for each of the reinforcers selected. The value of each reinforcer
should be aligned with its perceived importance (i.e., free time is 5 points, listening to music is 4
points, drawing is 3 points, etc).
8. Make a reinforcement menu to post in the front of the classroom. This menu should be easily
visible to the entire class and should identify the cost of each back up reinforcer.
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9. Establish a value on the initial reinforcer (tokens). Make the tokens more valuable now than
in the future. As students display appropriate behaviors more often, the value of the tokens will
have to be reduced to motivate students to continue improving.
Develop a wall chart that lists the number of tokens earned for each desired behavior.
If one decides to fine students for inappropriate behaviors, make a wall chart that
indicates the amount to be fined for each misbehavior.
Establish a sheet to monitor student rewards/fines. This sheet should also indicate
how/when students are eligible to trade in tokens for back up reinforcers (i.e., end of the
day or end of the week).
10. Implement the program by showing students all of the materials (tokens, reinforcement
menu, positive behavior value chart, and fine chart) and explaining how the reinforcers are
earned or deducted by displaying positive or negative behaviors. Ensure to be upbeat and
enthusiastic about working on improving positive behaviors. When implementing the program,
be sure to give tokens immediately after they are earned.
11. Modify the program over time to wean students from the token economy. This includes
increasing the strength or frequency of the positive behavior to earn tokens or reducing the value
of the tokens to receive back up reinforcers. Ensure to tell the students that the change in the
program is because you know they are capable of improving even more.
Explicitly define the target behavior in language that is easily comprehendible by the
population you are working with.
Model the desired behavior in front of the class to reduce any misconceptions.
Modify the backup reinforcement menu overtime to keep the students engaged in the
program.
Be sure to issue tokens immediately after target behaviors and remove tokens
immediately after negative behaviors.
A Token Economy can also be modified for individual students who require more
intensive behavioral interventions.
Citations:
Doll, C., McLaughlin, T. F., & Barretto, A. (2013). The token economy: A recent review and
evaluation. International Journal of Basic and Applied Science, 2, 131-149.
Token economies. (n.d.). Retrieved on April 27, 2014, from
http://www.behavioradvisor.com/Tokens.html
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