Behavior Management Strategies
Token Economy
- Definition: A system where positive behaviors are reinforced with symbolic tokens (points, stickers, etc.).
- Tokens are exchanged for reinforcing items or activities (activity, object, attention, break).
- Reinforcer Types:
- Primary: The item or activity the token is redeemed for.
- Secondary: The token itself.
Response Cost
- Definition: The removal of a specific amount of a reinforcer following inappropriate behavior.
- Application: Can be used as an additional procedure within token economies, point systems, or group contingencies.
Group Contingencies
- Definition: An intervention where consequences for group members are based on the behavior of individuals within the group.
- Types:
- Dependent (One for All): The behavior of one or a few individuals determines the consequences for the entire group.
- Independent (To Each Their Own): Individual behavior determines individual consequences.
- Interdependent (All for All): The behavior of all group members determines the consequences for the entire group.
- Considerations:
- Efficiency: Can be an efficient method for reinforcing desired behaviors.
- Potential Harm: Can lead to peer pressure, negative stigma, and unfairness.
Extinction
- Definition: The process of ceasing reinforcement for a previously reinforced behavior.
- Requirements:
- Must be accompanied by reinforcement for alternative behaviors.
- Application: Can be used with positive reinforcement, negative reinforcement, and automatic reinforcement.
Extinction Burst
- Definition: A temporary increase in the frequency or intensity of the behavior before it decreases during extinction.
- Occurrence: Evidence suggests this happens approximately half the time.
Spontaneous Recovery
- Definition: The unexpected reappearance of a previously extinguished behavior after a period of time during which it was not occurring.
- Characteristics:
- Short-lived and limited if the extinction procedure remains in effect.
Time-Out
- Definition: A procedure to decrease behavior by denying a student the opportunity to receive positive reinforcement for a fixed period of time following a problem behavior.
- Types:
- Nonexclusion: The student remains in the instructional area but is denied access to reinforcers.
- Methods:
- Planned Ignoring
- Withdrawal of a Specific Reinforcer
- Contingent Observation
- Time-Out Ribbon
- Exclusion: The student is removed from the instructional area following the problem behavior.
- Versions:
- Time-Out Room
- Partition
- Hallway
Corporal Punishment
- Definition: Physical punishment intended to inflict pain (e.g., paddling, hitting knuckles with a ruler).
Setting Events (SEs) / Motivating Operations (MOs)
- Definition: Events that occur before the immediate Antecedent-Behavior-Consequence (A-B-C) chain.
- Impact:
- Affect the current likelihood of a behavior occurring.
- Affect the potential value of a reinforcer.
- Classification: Technically considered an antecedent.
- Types:
- Physiological
- Cognitive/Emotional
- Physical Environment
- Social/Activity
- Major Types:
- Establishing Operation (EO):
- Value-Altering Effect: Increases the effectiveness of a stimulus, object, or event as a reinforcer.
- Behavior-Altering Effect: Increases the current frequency of behavior that has been reinforced by the stimulus (evocative effect).
- Abolishing Operation (AO):
- Value-Altering Effect: Decreases the effectiveness of a stimulus, object, or event as a reinforcer.
- Behavior-Altering Effect: Decreases the current frequency of behavior that has been reinforced by the stimulus (abative effect).
Conditioned and Unconditioned Motivating Operations
- Conditioned MOs: Environmental variables that temporarily alter the effectiveness of a stimulus as a reinforcer or punisher and alter the frequency of related behaviors.
- Explain why certain things become motivating even if they aren't inherently linked to survival.
- Unconditioned MOs: Most salient for value-altering effects.
- Based on innate reinforcers (e.g., food and water being more valuable when hungry or thirsty).
Antecedent Intervention
- Definition: Removing or modifying the event that precedes the problem behavior.
- Actions:
- Modify, increase, or introduce events associated with desirable behavior.
- Goals:
- Prevent problem behaviors.
- Important for student safety (e.g., self-harm).
- Important for others (e.g., disturbances).
- Provide opportunities to teach new and alternative skills.
General Antecedent Interventions
- Examples: Choice options, transition warnings.
Antecedent Interventions for Obtaining Attention
- Strategies:
- Make adequate attention available.
- Modify situations leading to the need for attention.
Antecedent Interventions for Escaping Tasks
- Strategies:
- Eliminate or modify part of the instruction, demand, or expectation.
Antecedent Interventions for Obtaining Tangibles/Activities
- Strategies:
- Prepare student for removal of desired item.
- Make the loss of the item less aversive.
Antecedent Interventions for Self-Stimulatory Behavior
- Strategies:
- Make the environment more stimulating.
- Provide sensory stimulation to match input provided by the target behavior.
Fading Antecedent Strategies
- Definition: Systematically and gradually reducing prompts, cues, or other environmental supports used to evoke a desired behavior.
- Goal: Promote independence, ensure behavior is maintained by natural cues, and prevent prompt dependency.
Behavioral Momentum
- Definition: Presenting a series of brief, simple tasks that the student has a history of easily completing before presenting a more challenging task.
- Process: Identify tasks the student does well and present those before the difficult task.
Task Interspersal
- Definition: Arranging an instructional sequence to offer variation.
- Implementation: Integrate different tasks into blocks of similar tasks.
- Note: Tasks do not necessarily have to be easier or harder, could just be novel.
Core Features of Replacement Skills (Alternative Behavior)
Efficiency
- Definition: Ensures the replacement skill will effectively compete with the problem behavior.
- Composed of:
- Effort
- Quality/Magnitude
- Immediacy
- Consistency
- Probability of Punishment
Effort (as part of Efficiency)
- Definition: The physical or cognitive energy required to produce the behavior.
- Consideration: If the alternative behavior requires more effort, it will not occur more often than the problem behavior.
Quality/Magnitude (as part of Efficiency)
- Definition: The outcome of the alternative behavior should be the same or better quality than that of the problem behavior.
- Goal: Alternative behaviors should get a faster response than the problem behavior.
- Action: Modify the environment to ensure this happens.
Consistency (as part of Efficiency)
- Definition: How often the alternative behavior produces the desired outcome, especially during initial stages.
- Considerations:
- Social recognition of response.
- Select responses that are more likely to result in reinforcement from a novel person.
- Durand: Use of voice output devices by individuals was consistently reinforced by untrained people in novel settings.
- Especially salient for generalization programming.
Probability of Punishment (as part of Efficiency)
- Consideration: Ensure the alternative behavior is not followed by punishing events.
Function-Based Replacement Skills
- Principle: If the problem behavior allows the student to access X, then the alternative skill needs to allow the student to access X too (but more efficiently).
- Examples of Teaching:
- Escape from activities/social interactions.
- Obtaining or accessing materials or activities.
- Recruiting attention and social interaction.
- Sensory stimulation.
Model/Lead/Test
- Description: Format for teaching (I do, you do, we do).
- Model the behavior for the student.
- Lead a role-play with the student.
- Test the student for comprehension.
Imitation
- Definition: Producing a new behavior by doing what someone else does, regardless of the behavior modeled.
- Critical Relations:
- Model is an antecedent that evokes the imitative behavior.
- Imitative behavior must immediately follow the model.
- Model and behavior must have formal similarity (look the same).
- Model must be the controlling variable for imitative behavior.
Shaping
- Definition: Producing a new behavior by differentially reinforcing successive approximations toward a terminal behavior.
- Critical Components:
- Differentially reinforcing.
- Successive approximations.
- Towards a terminal behavior.
- When key characteristics of the terminal behavior are met, shaping is complete.
- Can shape according to:
- Topography
- Frequency
- Latency
- Duration
- Amplitude/Magnitude
- Steps:
- Select and define terminal behavior.
- Set criterion for success.
- Analyze response class.
- Identify initial behavior to reinforce.
- Gradual changes.
- Limitations:
- Can be time-consuming.
- Progress may be erratic.
- Small changes must be noticed.
- Shaping applies to negative behaviors too.
Chaining
- Definition: Linking stimuli and responses together to create new sequences of behavior.
- Behavior Chain: Sequence of stimulus-response pairs, wherein each response produces an S^D for the next response.
- Types:
- Forward Chaining (start at the beginning).
- Backward Chaining (start at the end).
- Total Task Chaining (everything every time, with prompts/assistance).
- Kazdin (2001): No consistent evidence suggests one is better than the other.
- Steps:
- Task analyze.
- Observe people who can do the sequence.
- Consult with experts.
- Perform it yourself.
- Consider adjustments after beginning
- Teaching a chain:
- At first, reinforcement provided when criterion met for step 1.
- Then provided when criterion met for steps 1 & 2.
- And so on.