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Case studies on disruptive behavior in the elementary classroom
Case Study on Disruptive Behavior
Case studies on disruptive behavior in the elementary classroom
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This study investigates the effects of a token economy as an intervention to reduce disruptive and off-task behavior of third grade students in an open concept setting. The intervention is combines the use of a token reinforcement with a raffle style drawing. In fall 2017, about 50.7 million students will attend public elementary and secondary schools. Of these, 35.6 million will be in prekindergarten through grade 8 and 15.1 million will be in grades 9 through 12. An additional 5.2 million students are expected to attend private elementary and secondary schools.(The NCES Fast Facts Tool Provides Quick Answers to Many Education Questions (National Center for Education Statistics) n.d.). Educational systems have employed token economies as a
The case study titled "School Officials from Marshall Metro High School Attempt to Motivate Students & Teachers to Achieve Higher Performance" is about the different ways the school system used to motivate the students to come to school (Kinicki & Williams, 2013, p.405). It is also a good example of how rewards and behavior can affect the outcome of the situation.
During the late 1700’s, the United States was no longer a possession of Britain, instead it was a market for industrial goods and the world’s major source for tobacco, cotton, and other agricultural products. A labor revolution started to occur in the United States throughout the early 1800’s. There was a shift from an agricultural economy to an industrial market system. After the War of 1812, the domestic marketplace changed due to the strong pressure of social and economic forces. Major innovations in transportation allowed the movement of information, people, and merchandise. Textile mills and factories became an important base for jobs, especially for women. There was also widespread economic growth during this time period (Roark, 260). The market revolution brought about economic growth through new modes of transportation, an abundance of natural resources, factory production, and banking and legal practices.
Researchers Gottfried and Flemming conducted a study concerning the knowledge of persistent preschoolers. The test subjects were 56 toddlers, 3 and 4 years of age. The nature of the test was to show if toddlers are retaining any knowledge when rewards are used as an incentive. The remaining 14 toddlers were evaluated on their knowledge without any incentives. Two test were used to complete this test. The 56 toddlers used noveled pictures versus the remaining 14 toddlers used peg boards. The results showed that the 56 toddlers retained
Sindelar, R. (2004). Recess: Is it needed in the 21st Century? Clearinghouse on Early Education and Parenting, Vol. 18, Issue 1, 1-6.
teach new skills and decrease challenging behaviors” (pg. 24). Based on my own observation, I’ve seen teachers implement a token economy (e.g., happy faces, stars, and stickers of different forms) to shape and reinforce positive behavior in the classroom. To maintain instructional control, tokens would be delivered immediately to a student when following simple instructions (e.g., following circle time, cleaning
Today’s classrooms are designed after a few key theories. One of which is behaviorism. Behaviorism is the idea that we can control others through intervention as a higher order of animals. One of the guiding principles of behaviorism is scheduling, which helps initiate behaviorism strategies of learning. One of those strategies is contracting in which a teacher and a student negotiate to create a desirable outcome. Another is a token economy which uses contracting and scheduling to produce systematic results. In addition, prompting is the idea that a student will know what to do if a certain activity occurs. Modeling is simply the idea that your behavior will determine that of your students. Finally, Rote learning is the concept of use it
... Junior Achievement. My mom volunteered for Junior Achievement 2nd grade last year. She said the children looked forward to her coming every week. She would take donuts every week. She said they were excited to learn and by incorporating the “treats” it motivated them to learn and try harder.
How Games Make Kids Smarter. Perf. Gabe Zichermann. Ted.com. Tedx, Nov. 2011. Web. 14 Dec. 2011. .
This chapter provides a review of the literature related to after school programs. The literature review is organized into the following categories: History of After School Programs, Need for After School Programs, Effectiveness of After School Programs, Frequency and Duration, and Middle School After School Programs. This section also reviews the theoretical framework for this research.
Video games based on learning are quickly becoming known as “the new frontier of learning.” Many children who have learning disabilities have an easier time learning basic skills from playing games rather than looking through a textbook. When learning is disguised as a fun pastime, children are more likely to welcome it. Video games can be utilized in school to influence children into becoming more comfortable with their own knowledge. In some cases, children feel incompetent to their peers because they are not as gifted in math or writing. By using video games, students are not expected to compete with their classmates, so they will become confident and outgoing which, in turn, will show their true talents. A group of researchers at the University of New York conducted an experiment with a group of students that were assigned to play video games competitively or on their own. Through performing this test, they concluded that those who chose to play competitively, or on their own both had an increased final score because they were able to play at their own leisure ("Educational Video Games Can Boost Motivation to Learn.", 2013). Observing how video games can help both gifted children, as well as the individuals who are struggling, is evidence that video games can be as useful as they are
First of all, I was highly interested in the concept and various factors that together make up positive reinforcement. I had a premise that I could do some experimental work on the three children for whom I baby-sit during the week after school. They leave school full of energy and it is my job to get them to complete a series of tasks before the end of the evening. I imagined that some positive reinforcement might get them on their way to handling their responsibilities in a timelier manner. My first step was to come up with a specific instrumental response that would produce reinforcement. This took no time at all because by far the most painfully difficult thing for me to do is get the children to sit down and do their homework. I then spoke specifically to each child and asked them what they would rather choose as an after school activity. They named video games, television, and going to play with other neighborhood children. I had expected these types of answers from the children and made them into the positive reinforcers that would be contingent on the children’s performance of the instrumental response; namely completing their homework. I explained to the children that if they behaved and finished their homework, then directly following they could spend an hour doing an activity of their choice.
Raschke, D., and Bronsons, J. “Creative educators at work: All children including those with disabilities can play traditional classroom games.” Inclusion philosophy benefits (1999): 67-78
Free trade can be defined as the free access of the market by individuals without any restriction or any trade barriers that can obstruct the trade process such as taxes, tariffs and import quotas. Free trade in its own way unites and brings people together. Most individuals love the concept of free trade because it gives them the ability to move freely and interact in the market. The whole idea of free trade is that it lowers the price for goods and services by promoting competition. Domestic producers will no longer be able to rely on government law and other forms of assistance, including quotas which essentially force citizens to buy from them. The producers will have to enter the market and strive into to obtain profit.
Over the years school has become a very hated place for students. Many say it is because the classes are boring, others may tell you that it is because they have to wake up early for the sole purpose of going to school. The only way to make students like school once again is to make it fun, and how would we do that one might ask. Well, it’s quit simple really, build a school arcade. An arcade will let school earn much needed money that can go to many different school related events or activities. It will make school fun for students since that is what arcades are designed for, fun. Finally an arcade will increase productivity in the school; students will go there instead of, for example, vandalize.
Inflation is the rate at which the purchasing power of currency is falling, consequently, the general level of prices for goods and services is rising. Central banks endeavor to point of confinement inflation, and maintain a strategic distance from collapse i.e. deflation, with a specific end goal to keep the economy running smoothly.