Title: Effective Strategies for Classroom Management
1Effective Strategies for Classroom Management
- Angela L. Snyder, Ph.D.
- Kevin S. Sutherland, Ph.D.
- Problem Behavior Research Center
- Virginia Commonwealth University
2Basic Rules of Thumb
- You catch more flies with honey than with vinegar
- Behavior is
- a function of its environment
- strengthened or weakened by its consequences
- Past behavior is the best predictor of future
behavior - You can only know if a behavior has changed by
observing future behavior
3Guiding Principles of Effective Classroom
Management
- Explicitly defined desired behaviors
- Integrated management strategies within
instruction - Students are active participants in the learning
environment - Being proactive, not reactive
4Proactive Behavior Management
- Involves
- Clearly communicated rules and expectations for
student behavior - Ongoing positive and corrective feedback
- Fair and consistent treatment of students
- Developing and maintaining a schedule or routine
- Monitoring peer interactions
- Modeling desired behavior
5Positive Reinforcement
- Behavior change generally occurs when
consequences are attached to behavior - The idea behind positive reinforcement is that a
reward is given when a desired behavior occurs,
thus increasing the likelihood of that behavior
occurring again
6Reinforcement Dos
- Contingent
- reinforcement received only after performing the
target behavior - Pair tangible reinforcement with verbal praise
- Consistency
- Immediacy
- reinforcement must be presented immediately after
target behavior - if not, may inadvertently reinforce intervening
behavior
7Promoting Academic Engagement
- Edwards Chard (2000)
- Teacher engagement student engagement
- Recommendations
- Plan instruction with high levels of teacher
engagement - Actively work with students on whole class or
group projects - Monitor independent work
- Cue appropriate behavior
- Frequent Opportunities to Respond (OTR) to
academic requests
8Strategies to Limit Behavioral Acceleration
(Walker, Colvin, Ramsey, 1995)
- Avoid escalating behaviors
- Maintain
- calmness
- respect
- detachment
- Crisis-Prevention Strategies
- Establish negative consequences beforehand
- Follow through
9The Good Behavior Game (Barrish, Saunders,
Wolfe 1969)
- What is it?
- A behavior modification program that improves
teachers ability to define tasks, set rules, and
discipline students - Allows students to work in teams in which they
are responsible to the rest of the group.
10What is it? (Continued)
- The Good Behavior Game is a group-contingency
classroom management strategy that aims to reduce
disruptive, aggressive, off-task and shy
behaviors - Good behavior is promoted by rewarding teams that
do not exceed maladaptive behavior standards.
11Team Competition
- Students compete for special privileges and
rewards. - When problem behavior of any team member occurs,
check marks are recorded for that team. - If the check marks for a team remain at or below
a pre-set number (ie. 4) by the end of the game,
the team wins. - All teams may win if their check marks do not
exceed the pre-set number (4).
12Implementing the GBG
- Materials
- Scoreboard and Timer
- Blackboard for Game Winner Scoreboard
- Timer
- Rewards
- Tangible items such as stickers or candy
- Enrichment materials such as arts, crafts, or
games - Special activities in the classroom
13Getting Started
- Define rules and behavioral expectations
- Determine who the team members are
- Assign a Team Leader
14Behavioral Expectations and Rules
- Talking out/verbal disruption talking without
being permitted by the teacher, whistling,
singing, yelling, or making other sounds. - Rule We will work quietly.
15Rules, continued
- Aggression/physical disruption physical contacts
such as hitting, kicking, pushing, making someone
stumble, hair pulling, pinching, throwing
objects, pencil fighting, intentional pencil
breaking, taking or destroying property of
others. - Rule We will be polite to others.
16Rules, continued
- Out-of-seat getting out of the seat without
permission. Includes standing up, jumping, or
walking around the room. - Rule We will get out of our seats only with
permission.
17Rules, continued
- Noncompliance breaking rules, disobeying the
teacher. - Rule We will follow directions.
18Rules, continued
- Concentration problems not staying on task,
easily distracted, not paying attention. - Rule We will pay attention.
19Good Behavior Game Teams
- There should be 3 teams for each classroom with 4
5 members per team - The teacher will assign each child in the class
to a team, making sure that teams contain equal
numbers of socially withdrawn children,
aggressive/disruptive children, and children with
concentration problems.
20Assign a Team Leader
- Each team will have one team leader. The team
leader will be in charge of handing out prizes,
and helping the teacher with activities for
his/her winning team. - If the team has a socially withdrawn child as a
member, the teacher should choose him/her as the
leader of the team. If the team does not have any
members with withdrawn behavior, the teacher
should rotate leadership among the members of the
team.
21Teams, continued
- If one child is responsible for a team repeatedly
losing, the teacher should create a 4th team (for
that child) for several weeks in order to prevent
rejection of the offender and low team morale.
22Procedures
- 1st Week
- Divide the class into 3 teams. Try to arrange
classroom seating according to the 3 teams. - The classroom rules (mentioned previously)
should be constructed with the class and read out
loud every morning. - Decide how long the game should be played each
day, starting with short intervals (ie. 15
minutes)
23Procedures, continued
- 2nd Week
- Determine a start and stop time for each day,
and if you will play multiple times in a day. - Explain how the game works and tell them the
consequences for breaking the rules. - Explain that teams with 4 or less check marks
during the play time wins a daily prize, and that
all teams can win. - Tell them that, in addition, at the end of the
day the winning teams will get a star placed on
the scoreboard next to their team, and at the end
of the week, the team(s) with the most stars, get
a special reward.
24Begin the Game
- First Day of the GBG
- Set the timer for 15 minutes and announce the
beginning of the game. - During the game, each time a team member violates
a rule, stop what you are doing and place a
checkmark on the board for that team. - Tell the class what the rule violation was, who
did it, and then praise the other teams for
behaving well.
25Playing the Game
- When the timer goes off, review with the class
the number of check marks per team and announce
the winning team(s). - Immediately hand out the reward (tangible, such
as stickers or candy) to the winning team(s) and
offer praise to the winning team(s). The
non-winning teams should do quiet seatwork with
no special attention from the teacher.
26Playing the Game, continued
- Second Day of the GBG
- Erase the blackboard of the previous days check
marks before the students come in. - Announce that the class will again play the game
for 15 minutes, repeat that the teams are the
same, review the classroom rules and the 4 check
marks or less criteria for winning the game. - Remind the class that the game will be played
throughout the week, and the team(s) that won
most often will be the Weekly Winner(s) and will
be given a special privilege.
27Weekly Winners
- At the end of the week, the Weekly Winner
Team(s) will get a star with a happy face at the
right-hand side of the GBG score board. The
reward should be a little more special (e.g.,
popcorn party). Again, non-winners should engage
in quiet seat work with no special attention from
the teacher.
28GBG Procedures Throughout the Year
- Continuing After the First Week
- On the first day of Week 3, review the progress
of the class and solicit their opinions about the
game. At this point, the students should choose a
special privilege for Weekly Winners that week.
This gives all the students a long-term goal to
work toward. - In the early weeks of the game, begin with
tangible rewards that are distributed immediately
following the game. When all 3 teams are winning
consistently, begin to include intangible
rewards.
29Throughout the Year, continued
- If all 3 teams continue to win consistently with
both tangible and intangible rewards, start
lengthening the time the game is played. - When all 3 teams are winning consistently with a
longer game time, begin altering the reward
delivery time. For example, if the game is played
from 900am to 1000am, the students should be
told at the end of the game that rewards will be
distributed after lunch. If the teams continue to
win consistently, the teacher may play the game
early in the morning and distribute rewards at
the end of the school day.
30What to do if all 3 teams are not consistently
winning
- If too many disruptive children are on one
team, you may need to rearrange your team
composition. - If all 3 teams are losing, you may need to give
different tangible rewards immediately following
the game and/or shorten the game time. - If several students are consistently responsible
for a team losing, you may consider forming a 4th
team or using individualized behavior management
strategies.
31What to do, continued
- When you split into the 4th team, do not make it
appear to be a good thing or a privilege. Explain
that the students are being moved so that their
team can win the GBG and that they must remain on
the 4th team until they win the GBG for 3
consecutive sessions. When the 4th team has won 3
consecutive games, the students may return to
their original teams.