Ch 28 Token Economy, Group Contingencies, & Contingency Contracting Flashcards
(12 cards)
a generalized conditioned reinforcer earned immediately after target behavior and can later be exchanged for backup reinforcers (items, activities)
token
behavior management system in which individuals earn tokens for engaging in target behaviors. tokens can later be exchanged for backup reinforcers such as tangible items, privileges, or activities
token economy
written agreement an individul creates to set and achieve behavior goals; outlines target behavior, conditions under which it should occur, and consequences (e.g. R+) that follow if the behavior goal is met. self management strategy that promotes accountability, independence, and motivation
-basic components
1. behavioral goal that is clearly defined and measurable
2. conditions- when, where, how behavior should occur
3. reinforcer- the reward the individual will earn if they meet the goal
4. monitoring- method for tracking success; can include checklists, signatures, or data sheets
self-contract
structured behavior management program where individuals move through a series of levels based on their behavior. each level offers increasing privileges, responsibilities, or reinforcement access, and progression is earned by meeting specific behavioral criteria.
-often used with token economies, points systems, or classroom/group settings
-teaches self-management and responsibility
e.g.
level 1- entry level; high structure and support. low privileges, frequent prompts.
level 2- improved behavior, moderate independence; more R+, some choice
level 3- high independence and self regulation; maximum privileges, natural rewards.
level system
reinforcement is delivered to entire group only if all members meet target behavior criteria.
-promotes teamwork, accountability, peer support
e.g. all students must stay seated during a 20 min lesson for extra recess time.
interdependent group contingency
same behavioral goal is set for all members of group, but each person earns reinforcement individually based on their own performance.
-R+ given only to individuals who met criteria
-encourages personal responsibility and self-management
e.g. students who complete all their work by 930am get 5 minutes of ipad time.
independent group contingency
system where reinforcement for the entire group is based on performance of one individual or small group.
-“hero procedure” if one person is chosen
dependent group contingency
dependent group contingency in which one individual (the “hero”) earns reinforcement for entire group by meeting the behavioral criteria.
-entire group’s R+ depends on one person’s behavior
-encourages peer pressure, peer support
-hero is often randomly chosen for fairness
e.g. teacher says “if you raise your hand and wait to be called, the whole class gets 5 extra minutes of recess.”
hero procedure
behavior management system in which reinforcement is delivered to a group of individuals based on behavior of one, some, or all members of the group. used to promote cooperation, accountability, and motivation.
group contingency
classroom management strategy that uses an interdependent group contingency to reinforce appropriate behaviors and reduce disruptive ones. turns behavior expectations into a team-based game, where groups of students earn rewards for following class rules.
-shown to improve academic engagement, social behavior, and long term outcomes
Good Behavior Game
written agreement between learner and another person that clearly outlines 1. target behavior, 2. reward or consequences for meeting or not meeting goal, 3. criteria and time frame for success
e.g.
- target behavior- “I will turn in all homework on time this week.”
- reward/consequence- “If I do, I will get 30 min of video game time on Friday”
- criteria and time frame for success- success= all 5 assignments turned in by Friday at 3PM.
contingency contract
preferred item, activity, or privilege a person can exchange tokens or conditioned reinforcers for within a reinforcement system- such as in a token economy. it’s the actual reinforcer that gives value to tokens or other generalized conditioned reinforcers (e.g. points) .
backup reinforcer