1.working with people with developmental disabilities
Positive teaching techniques pt 2
1.
2. In Part 1 of Positive Teaching Techniques, we
covered 9 techniques:
Active Listening
Chaining
Cues/Prompts
Differential Reinforcement
Discrimination Training
Environmental Manipulation
Fading of Cues/Prompts
Generalization Training
Graduated Guidance
3. In Part 2 of Positive Teaching Techniques, we
will cover 8 more techniques:
Incidental Teaching
Modeling
Redirection
Reinforcement
Relaxation Training
Shaping
Token Economics
Voluntary Time Out
4. This involves using “teachable moments”
Those who support individuals use normally
occurring situations as well as random and
unplanned occurrences to provide “on the spot
teaching”
5. Using slide shows, role play, or flip cards can
useful in teaching “Stranger Danger”.
If you’re out in the community, and a stranger
offers the consumer a piece of candy, take the
time to teach about Stranger Danger right then
and there. Using this unplanned occurrence
can be a helpful tool to understanding
Stranger Danger.
This is what’s called a “teachable moment”
7. If the consumer sees you doing the dishes, it’ll be
easier for them to want to learn to do dishes.
Any new activity or skill can seem scary or
unrealistic, but if they see someone they trust doing
it, it is more likely they will be receptive.
Model the behavior you would like to see in them.
8. A technique where the person is instructed to a
different area, activity, choice, or focus in order
to interrupt the current behavior, AND then
problem solving to address the reason for the
behavior, and/or training the acceptable
replacement behavior.
9. If a consumer is throwing a tantrum over the
TV being turned off…
• direct them to a different activity. “Would you
like to make cookies or go to the park?”
• Take them into a different room
• Focus them on something else like a
phone, book, or toy
That’s the first half!
10. After interrupting the current behavior, then
use problem solving to address the reason for
the behavior.
Now that you’re at the park, “Why did you get
so upset when the TV was turned off?” “What
can we do next time so you know when it’s
time to change activities?” “Let’s set up a
chart, or have a timer.”
11. Any event/item that immediately follows a
behavior which increases the likelihood of the
behavior occurring again. This includes
gaining
objects, activities, interactions, occurrences or
tokens/symbols
12. Creating a system to reward good behavior. i.e.
Brushing teeth=5 minutes of computer time
Helping clean up after dinner=cookie
Tying shoe=sticker
Getting dressed independently=2 stickers
Each math problem=1 point
10points=$1
Find what works for your consumer, and use it
as a reward for positive behavior.
13. Using different strategies help a person remain
calm or use self calming techniques in
situations that otherwise produce stress or
anxiety.
14. If your consumer is stressed, anxious, or
angry, try one of the following relaxation
techniques:
• Deep breathing
• Laying down
• Visualizing a calm space
• Counting to 20
• Going for a walk
• Yoga
• Listening to music
• Being by yourself
• A warm bath
15. A procedure that reinforces, in a planned
sequence, closer and closer steps to learning a
skill.
16. To Teach John to complete a worksheet. Start with the simplest
task, and gradually increase it until it’s completed.
1. John will write his name at the top of the worksheet.
2. John will complete one problem of his choice.
3. John will complete five problems of his choice.
4. John will complete either all the odd numbered problems or all
the even numbered problems.
5. John will complete all problems except one.
6. John will complete all problems.
17. A reward system where symbols are given for
positive behavior, then saved and exchanged
for items of larger value.
Symbols can be poker chips, stars on a
chart, stickers, checks on a calendar, etc.
18. Full chart=going out for ice cream
Picking up Toys Washing Hands Saying “Please”
10 poker chips=1 hour of computer time
25 stickers= new toy
30 checks on Calendar=going to a movie
19. A procedure where the individual chooses to
go to an area away from others to allow time
and space to deal with stressors in the
environment or feelings that can lead to
difficult behavior.
MUST be voluntary.
20. When a consumer is in a stressful
environment, or is becoming agitated, let them
go to an area away from others, homework, or
whatever is causing them stress.
It must be voluntary.
21. Applying these positive teaching techniques:
Incidental Teaching
Modeling
Redirection
Reinforcement
Relaxation Training
Shaping
Token Economics
Voluntary Time Out
Will help create a positive learning
environment for both you and your consumer.
22. Active Listening Incidental Teaching
Chaining Modeling
Cues/Prompts Redirection
Differential Reinforcement Reinforcement
Discrimination Training Relaxation Training
Environmental Manipulation Shaping
Fading of Cues/Prompts Token Economics
Generalization Training Voluntary Time Out
Graduated Guidance