Catherine Owens
Module 5 Overview.pdf
Module 5 Overview
Evidence-based behavior strategies and interventions from peer-reviewed
journal articles
Module Objectives
• Engage in the review of peer-reviewed journal articles to identify
evidence-based behavior strategies or behavioral intervention(s) that
prevent and/or address challenging behaviors for students with
exceptional learning needs
• Write strategy/intervention summaries based on the identified peer-
reviewed journal articles
Instructions (Links provided below, when needed)
Read Evidence-Based Behavior Strategies-Interventions Summaries Assignment
Instructions
Review Template for Strategy Summary
You are required to use and submit this template to write up each of your
strategy or intervention summaries
Review Evidence-Based Behavior Strategies-Interventions Summaries Rubric so
you know how you will be evaluated on this assignment
Review provided samples of Completed Behavior Strategy Summaries and
corresponding articles to get a further idea about what the final product should
look like.
Review the following VSU Guides to help you with the library searches:
Evaluating Your Sources: What is Peer Review?
Evaluating Your Sources: Evaluating Journal Articles
What is due for the learning module (LM)
Evidence-Based Behavior Strategies/Interventions Summaries and submit each
of them into the corresponding assignment boxes (on or before Monday, June
17)
Evidence-Based Behavior Strategies-Interventions Summaries Assignment Instructions.pdf
1
Evidence-Based Behavior Strategies/Interventions Summaries
Candidates will complete two summaries of two different evidence-based
behavior strategies or intervention(s). The strategies summaries must be based
on the peer-reviewed journal articles. Absolutely, no website resource, textbook,
book, magazine, manual, report, thesis, guidebook, etc. will be accepted as meeting
the requirement of a professional peer reviewed journal article. Each journal
article selected for preparing the strategy summary must be current (2016 or
more recent). The course instructor has provided the format for the reporting of
these strategies (see below STEP#3: Writing your strategy summary for the
details).
STEP#1: Finding an article
You must find two peer-reviewed journal articles with behavior strategies or
interventions that prevent and/or address challenging behaviors of students with
exceptional learning needs and prepare strategy summaries based on these journal
articles. These have to be two different strategies or interventions from two
different articles. The articles can come form the same journal or from two
different journals. Each journal article selected for preparing the strategy
summary must be current (2016 or more recent).
Potential journals to consider for finding articles with evidence-based behavior
strategies or intervention(s) include:
Teaching Exceptional Children
Beyond Behavior
Preventing School Failure
Remedial and Special Education
Journal of Positive Behavior Interventions
Journal of Special Education
Journal of Applied Behavior Analysis
Behavior Disorders
Intervention in School & Clinic
Exceptional Children
You should have an access to journals through the Valdosta State University
Library GALILEO data basis. Upon your login to the course shell in the GoView, you
should be able to find GALILEO icon on top of the page.
2
Refer the following guides to help you with the library searches.
Evaluating Your Sources: What is Peer Review?
https://libguides.valdosta.edu/evaluating-sources/peer-review
Evaluating Your Sources: Evaluating Journal Articles
https://libguides.valdosta.edu/evaluating-sources
If you have difficulty with locating the journal, you should reach out to Professor
and Reference Librarian, Ms. Emily Rogers at [email protected] or 229-245-
3748.
Additional Tips for Selecting Journal Articles:
Select peer-reviewed journal articles with specific behavioral strategies or
interventions (like, behavior specific praise or positive reinforcement
interventions). AVOID articles that are meta-analysis or literature reviews or
instructional/behavioral program evaluations. Those articles address a number of
different behavior strategies/interventions and have complex research designs.
Generally, the strategies or interventions that you select should address a specific
behavior/skill and should have easy steps or procedures for implementation in the
classroom without an extensive training.
Some Potential Behavior Strategies/ Interventions to Consider are:
Check-in/Check-out
Self-Monitoring Behavior Tracking Strategies
Behavior-Specific Praise
Positive Behavior Reinforcement
Response Cards
Games/Gaming Strategies
MADE 2 FADE Strategy
STEP#2: Reading your article
When reading each article, you should focus on learning about behavior strategy or
intervention that is discussed in the article. So, you need to conduct strategy
review while reading each article. Keep in mind the following questions while
reading the article:
3
What is the name of the strategy/intervention?
What is the goal of this strategy?
How strategy accomplishes the goal?
What population of students were successful with this strategy?
What are Steps of the Strategy? [If you were to implement that strategy with
your students, what steps you would need to follow as discussed in the article]
You will need all this information gathered while responding to the above questions
to prepare each of your strategy summary. [Remember your focus should be on a
strategy overview and not the article overview as you will be preparing a strategy
summary and not an article summary. Don’t get bogged down in the statistics,
methodology details or detailed findings].
STEP#3: Writing your strategy summary
Each strategy summary must follow the provided by the instructor format and the
write up should be completed using the provided Template for Strategy
Summary. Respond to each question/prompt on the template (posted in the
module). (Do not remove or change any prompts from the provided template).
Submit the completed strategy summaries into the corresponding assignment
boxes:
Behavior/Intervention Strategy Summary 1
Behavior/Intervention Strategy Summary 2
A copy of and/or a link to each journal article must be submitted with each
summary.
Samples of completed Behavior Strategy Summaries have been provided in this
module for your review.
The Evidence-Based Behavior Strategies/Interventions Summaries Rubric
for this assignment has also been provided in this module. Make sure that you
review it in order to know how you will be graded on this assignment.
Template for Strategy Summary.docx
Template for Strategy Summary
Provided template must be used to receive credit for Evidence-Based Behavior Strategies/Interventions Summaries. (Do not remove or change any prompts from the provided template).
Your Name ______________________ Date _____________________
Strategy Name [not an article title]: _______________________________________________ Source(s) (in APA):
Please also attach a copy of your article as a pdf/ word document or a link to the article with your submission.
Steps of the Strategy (clearly and briefly explained):
Adaptations that can be made to the strategy:
Evidence-Based Behavior Strategies-Interventions Summaries Rubric.pdf
Evidence-Based Behavior Strategies/Interventions Summaries Rubric
Requirement
5 4 3 2
Citation is in APA
style and journal
article submitted.
All parts of
citation follow
APA.
A copy of an
article or a link
to the article
submitted.
Most parts of
citation follow
APA.
A copy of an
article or a link
to the article
submitted.
Many APA
errors noted.
A copy of an
article or a link
to the article
submitted.
APA style is
not followed.
Missing a copy
of an article or
a link to the
article. Summary is brief,
concise and clear;
provides evidence
of its effectiveness
from the article.
Summary is
appropriately
brief, concise
and clear:
provides
evidence of its
effectiveness
from the
article.
Summary is
too wordy;
provides
evidence of its
effectiveness
from the
article.
Summary is
neither clear
nor concise;
provides
limited
evidence of its
effectiveness
from the
article
Summary
simply copies
article abstract.
Step-by-step
procedures are
clear and accurate.
Step-by-step
procedures
both clear and
accurate.
Step-by-step
procedures are
either not clear
or not accurate.
Step-by-step
procedures are
not clear or
accurate.
Step-by-step
procedures not
provided.
Modifications are
provided and are
appropriate.
All
modifications
are
appropriate.
Some
modifications
are not
appropriate.
Modifications
are
inappropriate.
Modifications
are not
provided.
Total Points: ____20____
Additional Comments:
Absolutely, no website resource, textbook, book, magazine, manual, report, thesis,
guidebook, etc. will be accepted as meeting the requirement of a professional journal
article (peer reviewed) which is evidence based.
Completed Behavior Strategy Summary sample 1.pdf
Template for Behavior/Intervention Strategy Summary
Provided templates must be used to receive credit for summary assignments (Do not remove or change any prompts from the provided template).
Your Name Date
Strategy Name Caught Being Good: Game-Based Instruction for Behavior
Source(s) (in APA):
Lastrapes, R.E. (2016). Let us play: Using research-based games to facilitate effective
instruction. Beyond Behavior, 25(3), 27-33.
Please also attach a copy of your article as a pdf/ word document or a link to the article
with your submission.
***A PDF copy is attached with the submission.
Overview of Strategy (goal of strategy, how strategy accomplishes the goal, what
population of students were successful with this strategy?)
As more and more students with special needs are served in the general education classroom, it is
important for academic instruction to be proficient. According to studies, 44% of students
receiving special education services are classified as emotional and behavioral disorders, and
more than 80% of these students spend their day in a general education classroom (U.S.
Department of Education, National Center for Education Statistics, 2016, as cited in Lastrapes,
2016, p. 27). Due to this, both general education and special education teachers need to be on
guard for challenging behaviors and engagement. Game-based instruction has become an
increasingly popular method to increase student engagement (p. 27). Gaming is highly
interesting to just about all students because it offers appeal, challenge, and interaction (p. 27).
Independent work is one type of instruction that can lead to students becoming off-task or
unengaged. Students must have good self-regulation skills during this time period so that the
teacher can work with other students on academic issues or questions.
The Caught Being Good Game is a game-based behavioral engagement strategy that awards
individual students for positive behavior. Instead of focusing on the elimination of negative
behaviors, the game works to positively reinforce when students act appropriately (p. 30). This
can be implemented whole-class as students work individually. Points are awarded based on
individual student behavior, but all points tally together for the whole class. This allows for the
whole class to hold each individual student accountable.
When implemented in a fourth-grade classroom, the game “produced a 20% increase in on-task
behaviors and a 17% decrease in disruptive behaviors” (p. 30). Implementation in a Kindergarten
classroom increased on-task behaviors by 7% and decreased disruptive behaviors by 23%. The
game proves to be beneficial as it holds high expectations for positive behavior in students
(Lastrapes, 2016, p. 30).
Steps of the Strategy (clearly and briefly explained):
1. Assign the students independent work.
2. Tell the class they are going to play a game.
3. Explain the game. During independent practice (or group work, whole-group, etc.),
the teacher will walk around. If the teacher notices a student being good, that student
receives a tally.
4. Discuss and model good behavior to the students. This can be based on classroom
rules and can vary depending on the type of work the students are doing. For
example, independent practice should look like working quietly, remaining on-task,
raising your hand for help, not shouting across the room, etc.
5. Decide what criterion the students need to meet. Talk about this as a class. For
example, by the end of the period, each student should have three caught being good
tally’s.
6. Announce when the game will begin and end. Students should be aware of how long
the game will be played.
7. Using a timer, collect data every two minutes. Students who have been engaged
during this time period will receive a tally.
8. If all teams/class/individuals meet or exceed the criterion, that team/class/individual
wins for that day.
9. Keep track of what teams/class/individuals win each day. Work towards a collective
goal that is decided by the teams or class.
Adaptations that can be made to the strategy:
1. The strategy can be implemented during independent practice, group work, or whole-
group instruction.
2. The rewards and incentives can be adapted based on class, grade level, or interests.
3. The challenge can span across class periods, making it a competition among other
classes.
4. The structure of the game is adaptable to the specific needs and behavior levels of
students.
5. The strategy can allow students to compete against themselves or between other
classes.
Article for completed Behavior Strategy Summarry sample 1.pdf
Directions. Begin by having a conversation with the class about negative behaviors that the teacher and students want to extinguish (see Table 1). This step is critical because the students need ownership of the strategy. Asking students’ opinions of what behaviors they want to eliminate increases investment in the intervention.
When students give a range of behaviors, write them all down, and then select an achievable number on which to focus game activities. Most behaviors fit into four categories. These are talking or shouting out of turn, out of seat without permission, negative attention-seeking (e.g., tapping, making noise), and being an audience for others’ misbehavior (e.g., encouraging others to engage in misbehavior, responding positively to others’ misbehavior). List the behaviors the class chooses on the board. Once the behaviors are identified, tell students that they will be playing a game. Solicit from the class what overall reward they will work toward (e.g., pizza party, extra recess). Create a calendar on the board to keep track of the days of wins and losses, and if the class wins a certain amount they win the reward. With older children, consider playing for 2 weeks, with 8 of 10 days set for the students to win, meet the criterion, and earn the reward on the last day.
For younger children, consider playing for 1 week with the student goal to win at least 4 of the 5 days.
Once the criterion is established, describe the game. Have a discussion with your students explaining that, during the set length of time the class will play “The Game,” students should not show any of the negative behaviors they listed. If they do show those behaviors, the teacher will make a tally mark on the board. If and when a student displays a negative behavior while playing the game, do not stop instruction to correct behavior; rather, make a tally mark and continue teaching.
If the students complete the duration of the game under a set number of tally marks (usually four), then the class wins the day. Typically, the best length of time for the game is 30 min for upper elementary and secondary and 15 min for grades K–3. After a few days, games are lengthened with a maximum game time of 1 hr.
The original GBG directions (Barrish et al., 1969) divide the class into two groups to promote a spirit of competition. The GBG can also be adapted so that the teacher is one team and the students comprise the other team (Elswick & Casey, 2011; Lastrapes, 2014). The adapted format promotes students working together as a unit to win the day.
Prior to the first game, it is very important to explain and model appropriate ways for the students to react to others’ misbehavior. Sometimes a student will repeatedly try to undermine the game. One advantage to structuring the whole class as one team (vs. the teacher) is that you can instruct the entire class to ignore that student’s behavior. You can tell the group that if students can ignore the distraction, they will not receive marks for their team as a result of that student’s disruptions. This serves to eliminate the audience for that student.
Another consideration during initial implementation will be to offer students time to adjust to the new behavior management format. Your goal is to create buy-in from the students at the beginning so they will want to play, and consequently want to behave appropriately. It is therefore crucial that the students are set up to be successful at the beginning of the game. In the early days of implementing the game, you can engage in a think-aloud strategy, showing students how to play through words and actions, which is part of the effective instructional principle of scaffolding (Rosenshine, 2012). Even though the goal is to remove your temptation to react negatively to student misbehavior, at the beginning you can think aloud
Table 1 RULES FOR THE GOOD BEHAVIOR GAME
Good Behavior Game
1. With the class, make a list of behaviors the class would like to eliminate. Examples are: Shouting out Out of seat without permission Negative attention-seeking (e.g., tapping, noise making) Being an audience for others’ misbehavior (e.g., encouraging others to engage in misbehavior).
2. Decide on a reward the class would like to work toward. 3. Decide on the criterion the class needs to meet in order to win (e.g. 8 of 10 days), and keep a calendar of wins and losses. 4. Teach the students appropriate ways to respond to others’ negative behaviors in such a way as not to get a mark for their team. 5. Draw a box on the board to make the tally marks and write the duration time for the game under the box; four or fewer tally marks wins the day.
6. Begin the game and provide direct instruction according to the daily schedule. If a student displays a negative behavior, quietly make a mark on the board without comment.
7. Once the class reaches the overall goal, the group is rewarded.
EFFECTIVE INSTRUCTION THROUGH GAMES
28 B E Y O N D B E H AV I O R
and model for students how they can think their way through multiple situations. For example, you can overtly model ways for the students to self-correct, allowing students to see and acclimate to a different way of receiving instruction in the classroom.
The game is an excellent strategy to maintain control before a break (e.g., winter break or spring break). Play for 1 or 2 weeks before the break, and then have the party the day before the holiday. This natural break is a good way to see if the class has generalized the new behaviors when they return. Upon their return, assess their behavior. If it has improved, praise them and say they do not need to continue the game at this time. If they need more intervention, try the Teacher–Student Learning Game (see next description). The GBG can be an effective tool to improve behaviors and promote an increase in praise statements by teachers who are implementing the game (Elswick & Casey, 2011).
Teacher–Student Learning Game The Teacher–Student Learning
Game (TSLG) is an instructional management procedure for students with EBD that stems from behavioral theory and the GBG (Nelson, Benner, & Mooney, 2008). The goal of the game is to increase positive behaviors while simultaneously providing effective instruction. Nelson et al. (2008) suggest introducing and playing the game the first 3 days of
school, but this can be adapted for introduction at any time throughout the school year. Researchers have reported improved student behavior (Harris, Oakes, Lane, & Rutherford, 2009) and academic reading fluency (Oakes, Mathur, & Lane, 2010) for students with EBD utilizing TSLG or an adaption of TSLG and the Teacher– Class game (Bursuck & Damer, 2007). The TSLG was also used successfully as a mechanism to increase teachers’ use of behavior-specific praise statements in two resource rooms with students with various disability classifications, including EBD (Lastrapes, Fritz, & Hasson, 2016).
Directions. Conduct a discussion with your students that develops behavioral expectations for students in the instructional domain(s) of choice (e.g., whole class mathematics). Both you and the students suggest appropriate behaviors and go over examples and non-examples of what those behaviors are, even role modeling the appropriate examples (Nelson et al., 2008). Explain to the students that there will be two teams, the students versus the teacher, and the students will receive a point (hash marks drawn on a T-chart) when they display appropriate behavior during the specified instructional time. When the desired behavior occurs, pair the marking of the tally with behavior- specific praise. When off-task behavior occurs, award the teacher a point and refrain from pointing out who is disrupting the lesson.
Begin by drawing a T-chart on the board, with T for teacher on one side and S for student on the other (see Table 2). Instruction begins. Award points as behavior is observed. At the end of the game period, the team with the most points wins. If the teacher wins, nothing happens. If the students win, they get a prize decided upon beforehand. Teach the lesson as planned, but when the students are acting appropriately, utilize the opportunity to provide behavior- specific praise and tell students they are earning points. Be liberal with the praise and points for the students. The goal is to promote positive behaviors, so reward the students as often as possible. When the class begins to become unruly, give yourself a point and reiterate the desired behavioral expectation. If students correct their behavior, quickly award them points and provide them with praise.
It makes sense for the TSLG to be implemented when there is a brief amount of time at the end of a class. Incorporation of TSLG into the weekly and monthly review activities seems logical, too. Rosenshine (2012) suggests that review of the previous week’s work happen every Monday and review the previous month’s work every fourth Monday, preferably with assessments after the review. Using TSLG, you are able to reinforce positive behaviors and provide behavior-specific praise for all students, both when they are
Table 2 RULES FOR THE TEACHER–STUDENT LEARNING GAME
Teacher–Student Learning Game
1. Prior to playing the game with students, review behavioral expectations required for the instructional domain you are about to use (e.g., group work, individual work).
2. Tell the class you are going to play the Teacher–Student Learning Game. 3. Explain that the students will earn a point for on-task behavior, and teacher will earn a point if she sees students demonstrating off-task behavior.
4. Draw a T-chart on the board. 5. When the students are behaving appropriately, give them a point as you reinforce the behavior with behavior-specific praise.
When they are off-task, give yourself a point but reinforce what specific activity you would like to see that would get the students points. If they correct their behavior, give the students points and praise.
6. At the end of the period, the team with the most points wins.
EFFECTIVE INSTRUCTION THROUGH GAMES
V O L . 2 5 , I S S . 0 3 , 2 0 1 6 29
behaving appropriately and responding correctly to assessment.
Independent Work
The Caught Being Good Game Guided practice, checking for
student understanding, and monitoring independent practice (Rosenshine, 2012) all require that the class be able to self-regulate and exhibit a level of appropriate behavior so that the teacher can spend time correcting academic problems when they arise rather than deal with behavior problems. School-Wide Positive Behavioral Interventions and Supports (SWPBIS; Sugai & Horner, 2006) is a framework for utilizing universal supports to promote positive behavior. The GBG has been criticized as losing its social validity, in that the focus is on teachers attending to students’ negative behaviors rather than reinforcing positive behaviors (Rhodes, 2014). The Caught Being Good Game (Wright & McCurdy, 2012) is an adaptation of the timer game (Wolf, Hanley, King, Lachowicz, & Giles, 1970) designed to more closely resemble the GBG in that, during variable intervals, points are awarded to the whole class to reward positive behaviors. Rather than focusing on eliminating negative behaviors, the objective is to reinforce students acting appropriately. In this way, the game reflects more fully the tenets of SWPBIS. Implementation can occur during times when students are working independently
and the teacher is acting more as a facilitator, rather than during direct instruction.
Directions. Tell the class they will play a game. Divide students into teams or the whole class can be treated as one team (vs. the teacher). Explain that in this game, you will randomly look around the room and if you notice—“catch”—the students behaving appropriately—“being good”—they will receive a tally mark (which is now a good thing, contrary to the GBG). Students will not know when you are looking, however, so the goal is to maintain good behavior the entire time. Decide what criterion the students need to meet in order to win the game. Designate the criterion for the day or week, or both. Solicit from the class incentives students would like to work toward. Similar to the GBG, designate a certain amount of time for the game, starting small (15 to 30 min for younger students) and increasing but not exceeding 1 hr, no matter the age. Have a discussion with the class and describe what positive on-task behaviors are desired. Model the behaviors and provide students with examples and non- examples of what behaviors are considered on-task. Before the game starts, announce when it will begin and when it will end (see Table 3). The game utilizes a variable interval (e.g., VI-2 min) schedule. A mobile phone application (e.g., MotivAiderH; Behavioral Dynamics, Inc., Thief River Falls, MN) can be set to vibrate every 2 min, cueing you to collect data. When you feel or hear the
vibration, you scan the room, and if students are engaged in the designated on-task behavior, award them a point as well as praise. If all teams meet or exceed the criterion, they all win. Keep track of the days that the students win the game, just as in the GBG, and have the students work toward a collective party or other predecided incentive.
Wright and McCurdy (2012) compared the GBG and the Caught Being Good Game in fourth-grade and kindergarten classrooms. They found that both games produced an increase in positive behaviors and a decrease in negative behaviors. The Caught Being Good Game specifically produced a 20% increase in on-task behaviors and a 17% decrease in disruptive behaviors for fourth graders, and a 7% increase in on-task behaviors and a 23% decrease in disruptive behaviors for kindergarteners. One benefit to the Caught Being Good Game is the fact that the expectation is positive behavior, and both points and behavior-specific praise are awarded for demonstrated positive behavior. Another benefit is that when playing this game, you can use the structure of the game to monitor behaviors while providing students opportunities to complete independent practice or to work in groups, both facets of effective instruction. The Caught Being Good Game also provides opportunities for you to increase the amount of behavior-specific praise statements to individuals or to the class.
Table 3 RULES FOR THE CAUGHT BEING GOOD GAME
Caught Being Good Game
1. Tell the class they are going to play a game. When you “catch” the students behaving appropriately, they will receive points. 2. Discuss with your class what appropriate classroom behavior looks like and model the behaviors with the class. 3. Decide what criterion the students need to meet.
You may choose to start with a lower (more achievable) number and increase the target as the class progresses through days playing the game. 4. Designate a certain amount of time for the game, and announce when it will begin and end. 5. Every time you hear or feel the MotivAider vibration, scan the room. If students are engaged in on-task behavior, they receive a point. 6. If all teams meet or exceed the criterion, they all win the day. 7. Keep track of the days that the students win the game and have the students work toward a collective reward.
EFFECTIVE INSTRUCTION THROUGH GAMES
30 B E Y O N D B E H AV I O R
Group Work
Tootling When implementing SWPBIS,
general education teachers are expected to teach social skills, demonstrate frequent positive reinforcement for appropriate behavior, and employ teaching practices that discourage inappropriate behavior (Sugai & Horner, 2006). For students with EBD, teachers’ use of praise is often infrequent (Sutherland, Wehby, & Copeland, 2000) and when praise does occur, it is typically for correct academic responses (Gunter et al., 1998). A behavior intervention strategy that is not inherently a game, but may be presented as such, is tootling (Skinner, Cashwell, & Skinner, 2000). This intervention promotes students recognizing their peers’ positive behaviors and is particularly suited for use when providing instruction through the domain of cooperative learning.
Positive peer reporting originally focused on students with EBD, with peers asked to concentrate their attention on specific students (Skinner et al., 2000). Tootling is an extension of this procedure in which the class learns to report classwide positive behavior. The name derives from a combination of “tattling” and “tooting your own horn.” It is a research-based technique that instructs students to report the
prosocial behaviors of their peers by tootling their appropriate behaviors rather than tattling their inappropriate behaviors (Cihak, Kirk, & Boon, 2009; Lambert, Tingstrom, Sterling, Dufresne, & Lynne, 2014; Skinner, Neddenriep, Robinson, Ervin, & Jones, 2002). The procedure utilizes an interdependent group contingency like theGBG and the Caught BeingGoodGame, and publicly posts feedback. Tootling research has primarily targeted younger students. However, Lum (2015) implemented the procedure in high school classrooms. The first order of business was to change the name to something more acceptable to that population. Results showed an increase in “tootles” in all populations with which it was used (Lambert et al., 2014; Lum, 2015).
Directions. Engage in discussion with the class about what tattling means and solicit examples from the class. Then introduce the idea of tootling, in which students will be reporting the positive behaviors they see each other perform. Provide examples and solicit other examples from the class. Tell students that they are going to play a game by keeping track of their tootles and have them to agree on a set number of tootles that will be reached. For example, in order to win during the week the class will collectively produce 100 tootles. This number can vary depending on the age of the students or the length of time students are in class. Ask students
what type of reinforcers they would like if they reach the prescribed tootling goal. Hand out an index card to the students once it is clear that the students understand the concept of tootling and tell them they will write a practice tootle. Explain that students are to list who did the behavior, what that behavior was, and (if applicable) for whom they did the behavior. Direct students to write possible tootles (or to write a “real” tootle for something they have actually seen someone do). After collecting the tootle examples, read them aloud. Students then agree or disagree if the examples meet the criteria for a tootle.
When you are ready to begin the game, pass out more index cards. For younger students tape the index cards to the desk. Begin the game. Instructional activities continue as students choose whether or not to report positive behaviors. At the end of the time period, read aloud a random sample of tootles and tell the students the rest will be tallied that night. One option for tracking is to keep a thermometer poster in the room for recording the tootles, with the goal marked clearly so students can visually see their progress. Once the goal is reached, reward the class (see Table 4 for rules of the game). With success, increase the criterion. Also, consider enhancing the reinforcer to make it more challenging and rewarding. Implement the strategy during direct
Table 4 RULES FOR TOOTLING
Tootling
1. Discuss with the class the definition of tattling. 2. Explain the idea of tootling, which is when a student recognizes and reports when a peer helps you or someone else. 3. Solicit examples from the class of a time that they saw a peer doing something helpful. 4. Decide on the number of tootles during a certain time frame that will be required for the class to win. 5. Hand out blank index cards for students to record the tootles (no limit on number of tootles). 6. Explain that they should write their tootles on the index cards, specifying:
Who _______ Did what _______ For whom (if applicable) _______
7. At the end of the period, read some of the tootles aloud to the class and record the number of tootles reported (if the same tootle is reported more than once, all tootles are counted).
8. When the entire class reaches the preset cumulative goal, the class earns a predetermined reinforcement.
EFFECTIVE INSTRUCTION THROUGH GAMES
V O L . 2 5 , I S S . 0 3 , 2 0 1 6 31
instruction or independent work if initially successful during group work.
In several studies, tootling has resulted in decreased negative behaviors and increased tootle tallies (Cihak et al., 2009; Lambert et al., 2014; Skinner et al., 2002). Research has indicated decreases in disruptive behaviors and increases in student academic engagement at the elementary (McHugh, 2014) and high school (Lum, 2015) level.
Conclusion
Special educators are often engaged in inclusive instructional settings and practices. The interactive and motivating nature of games holds promise to introduce academic and behavioral interventions in inclusive general education classrooms. Utilizing research-based interactive games, teachers have opportunities to recognize and acknowledge good behavior while ignoring or redirecting negative behaviors. Reacting to positive behaviors rather than negative behaviors is imperative. Teachers want to increase the positive behaviors by attending to them with behavior-specific praise rather than inadvertently increasing negative behaviors by attending to them. Games can serve to emphasize effective behavior management and academic instruction. Games also offer an opportunity for special educators who often work collaboratively with general education teachers to introduce research-based behavioral practices to teachers who may not have as much experience with them. When presented as games, these research-based strategies have the potential to be utilized in classrooms serving students with EBD.
REFERENCES Allday, R. A., Neilsen-Gatti, S., & Hudson,
T. M. (2013). Preparation for inclusion in teacher education pre-service curricula. Teacher Education and Special Education, 36(4), 298–311.
Allery, L. (2014). How to … Make use of educational games. Education for Primary Care, 25, 65–66.
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Completed Behavior strategy summary sample 2.pdf
Template for Strategy Summary
Provided templates must be used to receive credit for summary assignments (Do not remove or change any prompts from the provided template).
Your Name: Date:
Strategy Name: Response Cards
Source(s) (in APA):
Goodnight, C. I., Whitley, K. G., & Brophy-Dick, A. A. (2021). Effects of response cards on
fourth-grade students’ participation and disruptive behavior during Language Arts
lessons in an inclusive elementary classroom. Journal of Behavioral Education, 30(1),
92–111. https://doi.org/10.1007/s10864-019-09357-2
Please also attach a copy of your article as a pdf/ word document or a link to the article
with your submission. Uploaded
Overview of Strategy (goal of strategy, how strategy accomplishes the goal, what
population of students were successful with this strategy?)
The Response Card strategy is a student response strategy.
The goal of this strategy is to encourage all students to participate during class. By increasing
participation opportunities, it results in a decrease in behaviors. Teachers can ask questions based
on what students are learning and students can respond with white boards or pre-made cards.
Students can answer multiple choice questions, true/false, and short response with this strategy.
Students have more opportunity for engagement and are less disruptive because they are not
waiting for one person at a time to answer. Students are able to stay attentive and more active in
their learning.
This study, completed by Goodnight, Whitley, and Brophy-Dick (2021) was implemented with a
classroom of 23 fourth grade students with 5 selected target students. The target students were
selected based on observations of behavior in the classroom before the study began. The phased
study demonstrated that students’ responses increased significantly when compared to hand
raising and disruptive behavior decreased. The students’ mean number of responses for the first
hand- raising phase was 1.1, and the mean increased to 13.8 responses for the first response card
phase. The mean decreased to 1.1 responses during the second hand-raising phase, and increased
to 13.3 responses for the second response card phase. The students’ mean for disruptive behavior
for the first hand-raising phase was 33.1% and decreased during the first response card phase to
25.8%. Students’ mean for disruptive behavior increased during the second phase of hand raising
to 35.4% and decreased to 16.8% in the second phase of response cards.
Steps of the Strategy (clearly and briefly explained):
1. Create a smartboard document with questions containing multiple choice, true/false, and
short-answer questions.
2. Create response cards for students to use (card stock, index cards).
3. Instruct students to answer the questions using their pre-printed response cards.
4. Give students enough time to think and come up with an answer.
5. Instruct students to hold up their response cards.
6. Scan the response cards for correct/incorrect answers.
7. If all students have the answer correct, tell them, and give positive feedback.
8. If less than 3 students have the answer incorrect, state the correct answer, and give praise.
9. If more than 3 students have the answer incorrect, state the correct answer, repeat the
question, and have students answer again using response cards.
Adaptations that can be made to the strategy:
1. Students can answer questions on white boards.
2. Students can use this strategy in small group.
3. Questions can be read aloud.
4. There can be brief discussions on why students chose the wrong answer, versus just
giving students correct answer.
5. Students can create their own response cards.
6. If any students answered incorrectly, the correct answer can be given and the questions
can be repeated.
Article for completed Behavior Strategy Summary Sample 2.pdf
Vol:.(1234567890)
Journal of Behavioral Education (2021) 30:92–111 https://doi.org/10.1007/s10864-019-09357-2
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ORIGINAL PAPER
Effects of Response Cards on Fourth‑Grade Students’ Participation and Disruptive Behavior During Language Arts Lessons in an Inclusive Elementary Classroom
Crystalyn I. Goodnight1 · Katelyn G. Whitley1 · Alicia A. Brophy‑Dick1
Published online: 9 November 2019 © Springer Science+Business Media, LLC, part of Springer Nature 2019
Abstract Many teachers state that disruptive behavior in their classroom is one of their main challenges, and it often results in a loss of instructional time. Teachers also have dif- ficulty in providing opportunities for their students to be actively engaged in their own learning. This study used an ABAB reversal design to investigate the effects of preprinted response cards on students’ participation and disruptive behavior in a fourth-grade inclusive elementary classroom during language arts instruction. The findings of this study showed that the use of preprinted response cards resulted in increased participation for all five target students. Limitations of the study, areas for future research to investigate, and implications for practice are discussed.
Keywords Elementary · Response cards · Participation · Disruptive behavior · Language arts instruction
Introduction
Over the last decade, teachers have observed an increase in levels of disruptive behavior (Hutchings et al. 2013). With the multitude of activities occurring simulta- neously in the classroom, many teachers have difficulty with behavior management, and approximately 50% of teachers report spending more time dealing with disrup- tive behavior than they believe they should (Beaman et al. 2007). Spending a great deal of classroom time addressing students’ disruptive behavior can have a nega- tive impact on both students and teachers. For students, research suggests those who exhibit disruptive behavior are more likely to have poor school attendance (Hutch- ings et al. 2013), receive less instruction (Sutherland et al. 2008), and ultimately,
* Crystalyn I. Goodnight [email protected]
1 Department of Early Childhood, Elementary, Middle, Literacy and Special Education, University of North Carolina Wilmington, 601 South College Road, Wilmington, NC 28403-5940, USA
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experience academic failure (Hutchings et al. 2013). Many teachers, especially those new to the field of education, indicate responding to disruptive behavior as one of their biggest concerns and challenges (Westling 2010), and classroom management is cited as one of the top reasons for leaving the field (Ingersoll 2001). When teach- ers spend time managing disruptive behavior, they lose instructional time. When teachers are not providing instruction, students do not have the opportunity to be actively engaged. This loss of instructional time and lack of student engagement negatively impact students. Finding a way to address disruptive behavior while not losing instructional time is extremely important for teachers, and if not addressed early, disruptive behavior may hamper future success (Tillery et al. 2010).
There are many effective strategies teachers can use to increase student engage- ment and promote desired behavior in their classrooms. One strategy is increasing students’ opportunities to respond to academic requests. According to Greenwood et al. (1984), opportunity to respond is defined as “the interaction between (a) teacher formulated instruction (the materials presented, prompts, questions asked, signals to respond, etc.) and (b) its success in establishing the academic respond- ing desired or implied by materials, the subject matter goals of instruction” (p. 64). Education research has indicated that active participation in the learning process increases student academic achievement and on-task behavior and results in fewer disruptive behaviors (Brophy and Good 1986; Greenwood et al. 1984). When stu- dents have more opportunities to respond, they are more engaged in their learning and, therefore, less likely to engage in disruptive behavior (MacSuga-Gage and Simonsen 2015; Sutherland and Wehby 2001). In addition, they retain more of the information being presented, resulting in higher levels of academic achievement. Students who are not given opportunities to respond to instruction are more likely to engage in disruptive behavior, therefore missing critical teacher instruction.
Active student involvement during whole-class instruction typically takes the form of hand raising, in which numerous students raise their hands to participate; however, only one student is called upon by the teacher to respond. Christle and Schuster (2003) found high-achieving students typically raise their hands more often, resulting in more response opportunities. Conversely, low-achieving students rarely raise their hands and are less likely to be active participants. By not giving all students the opportunity to respond, some students have high levels of participation, while others participate only on rare occasions. On top of this, in most general edu- cation classrooms, teachers spend the majority of their instructional time present- ing, showing, reading, or lecturing, while the students are expected to sit, listen, and watch (Armendariz and Umbreit 1999). This teaching format also results in a lack of participation, thereby increasing disruptive student behavior, which may contrib- ute to problems with classroom management. Furthermore, students want a voice in what and how they learn, to share control of learning with their teachers, and be provided opportunities for meaningful engagement (Ares and Gorrell 2002).
Student engagement is critical to the learning process. Students who are not engaged in learning may become disruptive, thereby negatively impacting the learn- ing environment. In order to create engaging instruction and maximize student learn- ing, research suggests using active student response strategies that promote high lev- els of student engagement and active learning and provide frequent opportunities for
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students to respond (Heward 1994). One active student response strategy, response cards, has been demonstrated to increase opportunities to respond (Schnorr et al. 2016) and is one way to get an entire class to actively participate during whole-class instruction. Response cards are cards/signs students hold up to show their response to a teacher-posed question. Response cards can be preprinted or write-on. Pre- printed response cards usually have multiple choices printed on them (e.g., A–D for multiple-choice format, true/false). Write-on response cards can take a few different forms, but the most common are individual whiteboards on which the students write their answers. Response cards allow for total class involvement, giving every student the opportunity to respond to each teacher-posed question and providing them an avenue for which to be active in their own learning. Further, response cards pro- vide students opportunities to be more attentive and engaged, and less disruptive. Students exhibiting a great deal of disruptive or problem behaviors are often not motivated by academic content alone. The use of response cards, however, provides the opportunity for students to respond enthusiastically and rapidly (Lambert et al. 2006). Response card research indicates they are effective and useful in increasing engagement, participation, and academic achievement, and decreasing off-task and disruptive behaviors (e.g., Lambert et al. 2006; MacSuga-Gage and Simonsen 2015; Wood et al. 2009).
Researchers have investigated the effects of response cards on participation and disruptive behavior in general education settings. For example, Lambert et al. (2006) conducted a study in two fourth-grade general education classrooms to determine the effects of write-on response cards on disruptive behavior and academic respond- ing during mathematics instruction. Using an ABAB reversal design, results indi- cated response cards were effective in decreasing disruptive behavior and increas- ing academic responses and response accuracy. Target students had higher rates of correct responding during the response card sessions. The percentage of academic accuracy across conditions varied from student to student, but the overall results indicated that the response cards had a positive effect on the number of correct responses. A limitation of this study was that researchers were required to attend both target students and the time (checking wristwatches) to mark the observational intervals for disruptive behavior, which could have potentially caused them to miss instances of disruptive behavior.
In another study, Wood et al. (2009) examined the effects of preprinted response cards on participation and off-task behavior during calendar circle time in an inclu- sive rural kindergarten classroom. The two conditions were alternated in an ABAB reversal design. Four students were targeted based on a lack of participation and off-task behavior during group instruction. Results showed a functional relation between preprinted response cards and increased participation and decreased off- task behavior for all target students in the study.
In a recent study, Clarke et al. (2016) investigated the effects of preprinted response cards on active student responding and on-task behavior during science and social studies instruction in an inclusive third-grade classroom. Five students were targeted for data collection based on high rates of on-task behavior and low rates of responding. Using an ABAB reversal design, the researchers compared active student responding and percent on-task behavior during hand raising and
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response card phases. Results indicated a functional relation between preprinted response cards and increased active student responses.
Although several studies examined the effects of response cards across con- tent areas, limited research has addressed the effects of response cards during language arts instruction. For example, Munro and Stephenson (2009) investi- gated the effects of write-on response cards on student responding, test scores, and teacher questions and feedback during vocabulary instruction in a fifth-grade classroom. Using an ABAB reversal design, results which demonstrated response cards were effective in improving test scores and increasing student respond- ing. In addition, results showed the number of teacher questions was maintained across conditions, while the amount of teacher feedback increased during the response card condition.
As a result of the Every Student Succeeds Act of 2015 (ESSA 2015), teachers are being held accountable for increasing student achievement through the use of evidence-based teaching strategies. Recently, Schnorr et al. (2016) conducted a review of the response card literature to evaluate the quality of the research and evidence base for using response cards to increase opportunities to respond for students with and without disabilities at the elementary level. Using quality indi- cator criteria for single-case research, the authors analyzed six single-case studies investigating response cards. Based on an analysis of quality indicators, results established the use of response cards as an evidence-based practice with a moder- ate level of evidence. A limitation of the study, as indicated by the authors, was the lack of social validity and other quality indicators in the available literature on response cards.
Despite the positive outcomes of response cards on student participation, aca- demic achievement, and on-task behavior for students with and without disabilities, research is limited in three areas. First, although response card research has been conducted across a variety of settings, levels, and content areas, limited research has investigated response cards during language arts instruction. Second, while some studies have assessed teacher and student perspectives of response cards (e.g., social importance, feasibility, cost-effective), a number of the studies do not include a measure of social validity given to both the teacher and the students to indicate their opinions of the usefulness and effectiveness of response cards. Third, only two pre- vious response card studies have been conducted in inclusive elementary classrooms (Clarke et al. 2016; Wood et al. 2009). Therefore, the purpose of this study was to investigate the effects of preprinted response cards on fourth-grade students’ partici- pation and disruptive behavior during language arts instruction in an inclusive ele- mentary classroom. In addition, to collect social validity data, target students’ and the teacher’s perceptions regarding usefulness of response cards during instruction were also examined. Specifically, this study answered the following research ques- tions: (a) What are the effects of preprinted response cards on target students’ par- ticipation during class instruction? (b) What are the effects of preprinted response cards on target students’ disruptive behavior during class instruction? (c) What are the target students’ opinions on the usefulness of preprinted response cards? (d) What is the classroom teacher’s opinion on the effectiveness and usefulness of pre- printed response cards during instruction?
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Method
Participants and Setting
Participants in the current study were part of a fourth-grade classroom at an urban ele- mentary school. The classroom was an inclusive classroom, including students with and without identified disabilities. Initially, the intent was to have the classroom teacher select target participants based on discipline data and prior academic performance; however, the Institutional Review Board (IRB) felt it would be a violation of the Fam- ily Educational Rights and Privacy Act (FERPA) if the teacher provided such personal information to the experimenter. Instead, the experimenter was required to select stu- dents for participation in the study based on her own observational data collected. After spending several days in the classroom observing students and writing anecdotal notes on their behavior, the experimenter identified and selected five target students (out of 23 students) based on observed behavior patterns considered by the experimenter to be the most disruptive and least attentive (e.g., talking during instruction, out of seat with- out teacher’s permission, making noises while teacher was talking, infrequent response to teacher-led questions). All students in the classroom participated in the review ses- sions, but only five were targeted for data collection. Jordan was a 9-year-old Caucasian female. Zachary was a 9-year-old African-American male. Ally was a 10-year-old Afri- can-American female. Kellen was a 9-year-old African-American male. Keagan was a 9-year-old Caucasian male. None of the students had identified disabilities; however, Kellen was being referred for special education eligibility during the time of this study.
The study was conducted in an urban elementary school with approximately 276 stu- dents. The school was a K-5 public, Title I school. Roughly 75% of students attending this school received free or reduced-price lunch. Instruction occurred in a fourth-grade classroom during language arts instruction time. The classroom included one general education teacher. At the time of the study, she had taught fourth-grade for 3 years and had a total of 26 years of teaching experience. She had received her master’s degree in elementary education. The teacher participated in an instruction session given by the experimenter to train her on how to use response cards since she had not previously used response cards in her classroom. The experimenter trained the teacher using the procedural reliability checklist as a guideline to ensure that the teacher followed the same steps consistently during the response card phase. This 30-min training transpired in the general education classroom.
The study took place during the first part of daily language arts instruction, which occurred at the start of each school day and lasted 1 h and 15 min. During this time, the teacher read aloud from a chapter book of her choosing. To begin the language arts period, the teacher led a 10-min review session of the chapter that was read the day before.
Experimenter
The experimenter (second author) was an undergraduate student enrolled in the university’s Honors’ College, studying for a bachelor-of-arts degree in elementary
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education. Prior to completing this study, she took coursework in which the use of response cards was discussed as a strategy for enhancing whole-class instruction and increasing student participation, which is what peaked her interest in conducting her Honors’ study on the use of response cards. She also participated in training pro- vided by the Honors’ College during which she learned how to implement a study and collect data, as well as frequent consultation with her Honors’ Committee Chair (first author) who provided additional information and support in single-subject research and data collection. The first author trained the student on response card procedures and how to use the data collection sheets (i.e., frequency, partial inter- val recording) and procedural reliability checklist. The student was provided with an opportunity to simultaneously practice frequency and partial interval recordings, and scoring was compared. The student practiced scoring until a minimum of 90% agreement was reached. The experimenter’s role in the study included (a) observing the students in the classroom in order to select the five target students, (b) training the general education teacher on the procedures the study used for hand raising and response cards, and (c) training the students on the use of response cards. The exper- imenter was the primary data collector for the study and also collected procedural reliability data during each phase.
Data Collection Procedures
Dependent Variables
Two dependent variables, participation and disruptive behavior, were measured in this study. The first dependent variable, participation, was defined as the stu- dent raising his or her hand, or using the preprinted response card, and answering a teacher-posed question. This variable was measured using a frequency recording chart. When a target student completed one of the previously specified behaviors, either raising their hand or using the preprinted response card (i.e., depending on the current phase), the experimenter marked a tally on the chart. At the end of the session, the tally marks were totaled. The sum of the participation tallies was then added to a graph that showed participation for each of the phases.
The second dependent variable, disruptive behavior, was defined as the student participating in one or more of the following behaviors: (a) talking with a neighbor during instruction, (b) getting out of the chair to walk around the classroom when not asked to, (c) tapping objects while the teacher is speaking to the class, or (d) talking or shouting out a sound during instruction. This variable was measured using a partial interval recording chart. Data were collected in 10-s intervals for the first 10 min of the chapter book review. The experimenter used a MotivAider set to 10-s intervals in order to determine that 10 s had passed. Each student was observed in succession until the 10 min had elapsed (for a total of 2 min each). If a disruptive behavior occurred at any point during the interval, the experimenter marked a + for that 10-s interval. If none of the disruptive behaviors listed above occurred during the interval, the data col- lector marked a − for that 10-s interval. At the end of the 10-min period, the experi- menter added up the total number of + signs, or how many intervals disruptive behavior
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occurred. That number was then divided by 12 (i.e., the number of 10-s intervals in 2 min) and then multiplied by 100 to determine the percentage of disruptive behavior. The percentage was then added to a graph showing percentages of disruptive behavior for each target student across all four phases.
Materials
The preprinted response cards were printed on 8 ½ × 11, one-sided, white cardstock paper and laminated for durability. Each card included four options of A, B, C, and D. The letters had different color boxes in order to help the students differentiate between the options. Every student was provided a preprinted response card and a clothespin, used to mark their answer on the card. Preprinted response cards were selected due to the format of review sessions (i.e., multiple-choice questions). The general education teacher selected two fourth-grade chapter books to read aloud from during the study. The first book was Dovey Coe by Frances O’Rourke Dowell, and the second book was Blue by Joyce Hostetter. The data collectors used MotivAiders to determine the 10-s intervals used for collecting disruptive behavior. A frequency recording sheet was used for recording participation, and a partial interval recording sheet was used for recording the disruptive behavior data. The review session questions were created in a multiple- choice format by the experimenter and typed in a PowerPoint presentation. The teacher used a SmartBoard to display the review session questions and answer choices.
Experimental Design
This study used an ABAB reversal design to analyze the effects of response cards on students’ participation and disruptive behavior (Cooper et al. 2007). Researchers col- lected a baseline of single student responding (hand raising) until a stable data path was established across participation and disruptive behavior. Baseline data were collected for 5 days. When baseline data were stable, preprinted response cards were introduced. A training session, conducted by the experimenter, occurred immediately following baseline. During this session, the experimenter communicated expectations and pro- vided opportunities for students to practice using the response cards while receiving feedback, and no data were collected. Response cards were then used until the interven- tion data were stable. Data were collected during this introductory phase of response cards for 5 days. The response cards were then removed, and the class returned to the baseline condition of hand raising. Again, data were collected for a total of 5 days. For the final phase, preprinted response cards were reinstated. Due to student absences, data were collected during this phase for 6 days.
Procedure
General Procedure
At the time of this study, the teacher used hand raising in her classroom to ask stu- dents questions about the material being covered. The general education teacher
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stood at the front of the classroom next to the whiteboard, while students remained at their desks or, on occasion, sat on the carpet in front of the board. For each ques- tion, she chose a student who raised his/her hand to provide an answer. If the student was correct, she gave them praise for their response and moved on to the next ques- tion. If the student gave an incorrect answer, the teacher responded “No, does any- one else know the answer?” and then called on another student to answer the posed question.
Hand Raising
During the hand raising condition, the teacher told the students to raise their hands if they thought they knew the answer to questions she was asking. The teacher asked questions from a script created by the experimenter in PowerPoint format and called on an individual student who raised their hand to answer each question. The teacher then repeated the process until the 10 min of data collection had passed. If the stu- dent gave the correct answer, the teacher told the student that he or she was correct and gave them positive feedback. If a student was incorrect, the teacher gave the cor- rect answer, repeated the question, and asked the student to answer again.
Preprinted Response Cards
During the response card condition, the teacher asked the scripted questions and instructed students to respond using their response cards. Students used clothespins to mark their answer. The teacher displayed each question (and four multiple-choice answers) on the SmartBoard at the front of the classroom, asked the question, and gave the students a few seconds to think and mark their answer. She then said, “cards up” to cue the students to display their answers simultaneously. After the cards were raised, she would scan the room and provide feedback. If all students provided a correct response, the teacher told them that they were correct, and then gave posi- tive feedback. If fewer than three students showed an incorrect response, the teacher stated the correct answer and gave the students praise before moving on to the next question. If three or more of the students gave an incorrect response, the teacher stated the correct answer, repeated the question, and asked the students to display their response cards once again.
Interobserver Agreement
The primary experimenter, trainer, and data collector was an undergraduate student. One other researcher, a professor, served as a second data collector for interobserver agreement (IOA). IOA data were collected across 33% of sessions across all condi- tions for each student. During collection of IOA, the two data collectors indepen- dently observed and recorded participation and disruptive behavior of the target students. The two data collectors’ recordings were compared. For participation, an agreement was counted if both the experimenter and second data collector marked the same number of participation tallies on the data collection sheet. A disagreement was counted if the experimenter and the second data collector marked a different
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number of tallies on the data collection sheet. For disruptive behavior, an agreement was counted if the experimenter and the second data collector marked the same number of intervals with disruptive behavior occurring and calculated the same percentage. A disagreement was counted if the experimenter and the second data collector did not write the same number of intervals in which disruptive behavior occurred and did not calculate the same percentage. IOA was calculated by divid- ing the number of agreements by the number of agreements plus disagreements and multiplying by 100. The overall IOA for participation was 100%. The overall IOA for disruptive behavior was 98% (range = 93–100%).
Procedural Reliability
In order to maintain procedural reliability during this study, the experimenter com- pleted the procedural reliability checklist once per phase (i.e., observed and com- pleted the checklist a total of four times, or 19% of the instructional sessions). The experimenter used a procedural reliability checklist to determine whether the teacher was following the provided script and giving the correct praise and feedback accord- ing to that script, during both hand raising and response card conditions. Procedural reliability was calculated by dividing the number of procedural steps followed cor- rectly by the total number of procedural steps to be observed and multiplying by 100. Procedural reliability was 100% across all four phases.
Social Validity
Social validity data were collected to measure the usefulness and effectiveness of using response cards in an inclusive elementary classroom. The teacher and the stu- dents were provided questionnaires after the study was completed to obtain opinions regarding their preferences on the two educational approaches (i.e., hand raising, response cards). The general education teacher presented each question to all 23 stu- dents in the class, and each student wrote their answer. The questionnaire included six items related to their opinions of preprinted response cards. The general educa- tion teacher was also provided an eight-item questionnaire related to her perceived usefulness and effectiveness of preprinted response cards. For the first five items, the teacher was asked to choose from a scale of strongly agree to strongly disagree. The remaining three items were open-ended.
Results
Participation
Figure 1 shows the participation of the five target students across all four phases of the study. Overall, target students’ participation increased during the two pre- printed response card phases when compared to the two hand raising phases. Jor- dan’s participation remained at 1 response for the duration of the first phase of hand raising. This resulted in a mean of 1 response for this phase. During the first phase
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of preprinted response cards, Jordan’s participation increased to a mean of 15.4 responses (range = 11–19 responses). Her participation ranged from 0 to 2 responses during the second hand raising phase with a mean of 1 response. In the second phase of the preprinted response cards, Jordan’s participation increased again to a mean of 14.2 responses (range = 12–17 responses). During a visual inspection of the data, there was a change in level for both preprinted response card phases and in trend for the first preprinted response card phase. The percentage of nonoverlapping data (PND) for Jordan was 100%.
Zachary’s participation during the first hand raising phase had a mean of 0.8 responses (range = 0–2 responses). In the first phase of preprinted response cards, Zachary’s mean participation increased to 10.6 responses (range = 0–18 responses). For the second phase of hand raising, Zachary’s participation ranged from 0 to 1 responses with a mean of 0.4 responses. During the second preprinted response cards phase, Zachary’s participation mean was 14.7 responses (range = 13–17 responses). During a visual inspection of the data, there was a change in level and trend for both preprinted response card phases. The PND for Zachary was 88.9%.
Ally’s participation during the first hand raising phase ranged from 0 to 2 responses with a mean of 0.8 responses. Her participation during the first phase of preprinted response cards increased to a mean of 15.2 responses (range = 11–19 responses). For the second phase of hand raising, Ally’s participation mean decreased to 0.8 responses (range = 1–2 responses). In the second phase of pre- printed response cards, Ally’s mean participation increased again to 13.3 responses (range = 9–16 responses). During a visual inspection of the data, there was a change in level for both preprinted response card phases and in trend for the first preprinted response card phase. The PND for Ally was 100%.
Keagan’s participation for the first hand raising phase ranged from 0 to 2 responses with a mean of 1 response. During the first preprinted response cards phase, his participation increased to a mean of 13.3 responses (range = 10–17 responses). In the second phase of hand raising, Keagan’s mean participation was 1.2 responses (range = 0–3 responses). His mean participation increased again to 12.8 responses (range = 10–16 responses) during the second preprinted response cards phase. During a visual inspection of the data, there was a change in level and trend for both preprinted response card phases. The PND for Keagan was 100%.
Kellen’s mean participation in the first hand raising phase was 1.8 responses (range = 0–3 responses). For the first phase of preprinted response cards, his par- ticipation mean increased to 14.4 responses (range = 10–18 responses). During the second phase of hand raising, Keagan’s participation ranged from 1 to 2 responses, with a mean of 1.6 responses. In the second phase of preprinted response cards, his mean participation increased again to 12.3 responses (range = 8–15 responses). Dur- ing a visual inspection of the data, there was a change in level and trend for both preprinted response card phases. The PND for Kellen was 100%.
A comparison of the five target students’ participation during each phase of the study indicated an increase in participation during both preprinted response card phases. The mean number of responses during the first hand raising phase was 1.1, with a range of 0–3 responses. For the first preprinted response card phase, the mean increased to 13.8 responses with a range of 0–19 responses. The mean decreased to
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Fig. 1 Frequency of participa- tion for Jordan, Zachary, Ally, Keagan, and Kellen across hand raising and response card conditions
-1 0 1 2 3 4 5 6 7 8 9
10 11 12 13 14 15 16 17 18 19 20
0 5 10 15 20 25
SESSIONS
FR E
Q U
E N
C Y
O F
P A
R TI
C IP
A TI
O N
Hand raising Preprinted RC Hand raising Preprinted RC
-1 0 1 2 3 4 5 6 7 8 9
10 11 12 13 14 15 16 17 18 19 20
0 5 10 15 20 25
-1 0 1 2 3 4 5 6 7 8 9
10 11 12 13 14 15 16 17 18
0 5 10 15 20 25
-1 0 1 2 3 4 5 6 7 8 9
10 11 12 13 14 15 16 17 18 19 20
0 5 10 15 20 25
Keagan
-2 -1 0 1 2 3 4 5 6 7 8 9
10 11 12 13 14 15 16 17 18 19 20
0 5 10 15 20 25
Ally
Zachary
Jordan
Kellen
19 20
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1.1 responses during the second hand raising phase, with a range of 0–3 responses. During the second preprinted response cards phase, the mean increased again to 13.3 responses with a range of 8–18 responses.
The percentage of nonoverlapping data (PND) for the five target students across the hand raising and response card conditions was 97.9%, suggesting that there was a strong treatment effect with the use of response cards. Furthermore, when look- ing at the immediacy of the treatment effect across all participants, the latencies of the changes between hand raising and response cards are short, suggesting that the response card intervention was responsible.
Disruptive Behavior
Figure 2 shows the disruptive behavior of the five target students across each of the four phases of the study. When looking at the data, students’ mean disruptive behav- ior decreased during both preprinted response cards phases. However, visual inspec- tion of the data showed no increase in level or trend, variability, and a significant number of overlapping data points.
Jordan’s mean disruptive behavior was 28% (range = 8%–40%) during the first hand raising phase. For the first phase of preprinted response cards, her mean dis- ruptive behavior decreased to 19.6% (range = 0–33%). In the second hand raising phase, Jordan’s mean disruptive behavior increased to 36% (range = 25–58%). Dur- ing the second phase of preprinted response cards, her mean disruptive behavior decreased again to 13.5% (range = 0–25%).
Zachary’s mean disruptive behavior during the first hand raising phase was 73% (range = 41–100%). For the first preprinted response card phase, his disruptive behavior mean decreased to 44.8% (range = 8–83%). Zachary’s mean disruptive behavior increased to 51.2% (range = 33–75%) in the second phase of hand rais- ing. In the second phase of preprinted response cards, his mean disruptive behavior decreased again to 44.3% (range = 25–58%).
Ally’s mean disruptive behavior during the first hand raising phase was 19.8% (range = 0–50%). In the first phase of preprinted response cards, her mean disruptive behavior decreased to 18.2% (range = 8–25%). For the second hand raising phase, Ally’s mean disruptive behavior increased to 47% (range = 33–75%). During the second phase of preprinted response cards, her mean disruptive behavior decreased again to 8% (range = 0–16%).
Keagan’s mean disruptive behavior during the first phase of hand raising was 26.6% (range = 0–50%). During the first phase of preprinted response cards, his mean disruptive behavior decreased to 22.8% (range = 0–33%). In the sec- ond phase of hand raising, Keagan’s mean disruptive behavior increased to 26.4% (range = 0–50%). For the second phase of preprinted response cards, his mean dis- ruptive behavior decreased to 20.5% (range = 0–66%).
Kellen’s mean disruptive behavior for the first hand raising phase was 18% (range = 0–33%). For the first preprinted response cards phase, his mean disrup- tive behavior increased to 23% (range = 16–33%). During the second phase of hand
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Fig. 2 Percentage of intervals of disruptive behavior for Jordan, Zachary, Ally, Keagan, and Kellen across hand raising and response card conditions
-10 0
10 20 30 40 50 60 70 80 90
100
0 5 10 15 20 25
Jordan
P E
R C
E N
T D
IS R
U P
TI V
E B
E H
A V
IO R
-10 0
10 20 30 40 50 60 70 80 90
100
0 5 10 15 20 25
Keagan
-10 0
10 20 30 40 50 60 70 80 90
100
0 5 10 15 20 25
Ally
SESSIONS
Hand raising Preprinted RC Hand raising Preprinted RC
-10 0
10 20 30 40 50 60 70 80 90
100
0 5 10 15 20 25
Zachary
-10 0
10 20 30 40 50 60 70 80 90
100
0 5 10 15 20 25
Kellen
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raising, Kellen’s mean disruptive behavior decreased to 21.2% (range = 16–33%). In the second phase of preprinted response cards, his mean disruptive behavior decreased to 8.2% (range = 0–25%).
A comparison of the five target students’ disruptive behavior during each phase of the study showed a decrease in mean disruptive behavior during both preprinted response card phases. The first hand raising phase showed a mean of 33.1% dis- ruptive behavior with a range of 0–100%. The first preprinted response cards phase showed a decrease in disruptive behaviors with a mean of 25.8% and a range of 0–83%. During the second phase of hand raising, the students’ mean disrup- tive behavior increased to 35.4% with a range of 0–75%. In the second preprinted response card phase, the students’ mean disruptive behavior decreased to 16.8% with a range of 0–58%. As previously noted, although a decrease in mean disruptive behavior occurred with each introduction of response cards, visual analysis demon- strates no increase in level or trend, variability, and a significant number of overlap- ping data points across each of the target students.
Social Validity
Social validity data were collected from 14 of the 23 students in the fourth-grade class, as well as the general education teacher. Two of the students who usually par- ticipated in the review sessions were absent the day questionnaires were adminis- tered. Of the five target students, only four completed the social validity question- naire. One target student, Zachary, moved at the end of data collection before social validity data were collected. Table 1 shows the social validity results of the forced- choice items included in the questionnaire. Of the surveyed target students, 100% preferred using response cards to raising their hands when answering questions. When asked why, these students responded they liked response cards better because everyone could participate, not just the student who was called on. They also said they were able to answer more of the questions when they used response cards. Each of the surveyed target students stated they thought they participated more and were more focused during class when preprinted response cards were used. Jordan, Ally, and Keagan responded that they would like to use the preprinted response cards in other subject areas. Kellen did not answer this question on his questionnaire.
When asked what she liked best about using the preprinted response cards, Jordan stated, “Everyone gets to answer.” Kellen agreed with Jordan on his questionnaire and provided a similar response. Ally and Keagan wrote they liked response cards because “They are fun.” Many of the students, including Kellen and Ally, stated that the feature they liked least about the response cards was that the cards “made too much noise,” and Keagan found it irritating that some of the other students cheated by changing their answer when they learned the correct one for the question. Jor- dan shared she “loved” the response cards and did not dislike anything about them. One of the other students, who was not a target student, stated that she liked that response cards were colorful, but did not like the use of the clothespins for marking her answers. Another student, who was also not a target student, commented she
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Ta bl
e 1
S oc
ia l v
al id
ity q
ue sti
on na
ire st
ud en
t r es
po ns
es
1. D
o yo
u lik
e ra
is in
g yo
ur h
an d
or u
si ng
th e
re sp
on se
c ar
ds b
et te
r? R
ai si
ng m
y ha
nd 1 (7
% )
U si
ng re
sp on
se c
ar ds
13 (9 3%
)
N o
an sw
er 0 (0
% )
2. D
o yo
u th
in k
yo u
pa rti
ci pa
te d
m or
e in
c la
ss w
he n
yo u
us ed
th e
re sp
on se
c ar
ds ?
Ye s
13 (9 3%
)
N o
1 (7 %
)
N o
an sw
er 0 (0
% )
3. D
o yo
u th
in k
yo u
w er
e m
or e
fo cu
se d
du rin
g th
e le
ss on
w he
n yo
u us
ed th
e re
sp on
se c
ar ds
? Ye
s 11 (7
9% )
N o
3 (2 1%
)
N o
an sw
er 0 (0
% )
4. W
ou ld
y ou
li ke
to u
se re
sp on
se c
ar ds
d ur
in g
ot he
r c la
ss su
bj ec
ts ?
Ye s
12 (8 6%
)
N o
1 (7 %
)
N o
an sw
er 1 (7
% )
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loved that everyone got to participate, but that it took a long time to pass out and pick up the response cards.
The general education teacher was also asked to complete an eight-item ques- tionnaire with a different set of questions to determine her opinions on and feelings toward the use of preprinted response cards in her classroom. The teacher indicated she “strongly agreed” that response cards were feasible for use in her classroom. The teacher stated she “agreed” that she planned to continue using response cards in her classroom and to use response cards in other subject areas. She also wrote she “agreed” that her students participated more during instruction when using response cards. When asked what she thought the best part of using the response cards was, the teacher wrote, “My students enjoy using them. It (response cards) allowed all of them to respond to every question.” According to this teacher, the worst thing about using the response cards in her classroom was that “the students’ handling of the cards was noisy.”
Discussion
This study investigated the effects of preprinted response cards on participation and disruptive behavior in a fourth-grade inclusive classroom during language arts instruction. For each of the five target students, findings demonstrated an increase in participation and a decrease in mean disruptive behavior during the preprinted response card condition compared to traditional hand raising. A functional relation was demonstrated between the intervention and participation; however, results did not demonstrate a functional relation for disruptive behavior. Building on the recom- mendations of previous researchers, this study extends the response card literature by targeting (a) an inclusive classroom, (b) a new content area (i.e., language arts), and (c) teacher and student perspectives through collection of social validity data.
The results of this study support previous research, demonstrating that response cards are effective in increasing participation (Clarke et al. 2016; Lambert et al. 2006; Munro and Stephenson 2009; Schnorr et al. 2016; Wood et al. 2009). In the current study, participation rates of each of the five target students increased during the two phases of preprinted response cards when compared to the two hand raising phases. Together, the five target students had a mean of 13.8 and 13.3 responses dur- ing the first and second preprinted response cards phases, respectively, compared to a mean of 1.1 responses in both hand raising phases. It is important teachers do not assume that students are learning simply because they are passively listening to the instruction that is occurring. Greenwood et al. (1984) stated that “in most cases, very little active responding by the students is required by the activities assigned during the school day” (p. 152). In a recent review of the literature, Gage et al. (2018) found that students in classrooms with low interactions and low rates of classroom man- agement practices were significantly less engaged in instruction. By using response cards, it is possible to actively engage students in their own learning by increasing the number of opportunities each student has to respond to instruction.
Although social validity data suggested this was a feasible strategy implemented with high fidelity, and one that students preferred over hand raising, a functional
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relation regarding disruptive behavior was not established. Previous research has suggested response cards can decrease disruptive behavior (Lambert et al. 2006; Randolph 2007; Wood et al. 2009); however, while results of the current study showed a decrease in mean percentages of disruptive behavior, a functional relation was not evident. Together, target students had a mean of 25.8% disruptive behav- ior during the first phase of preprinted response cards, compared to 33.1% disrup- tive behavior during the first hand raising phase. In the second phase of response cards, target students had a mean of 16.8% disruptive behavior, compared to 35.4% disruptive behavior during the second hand raising phase. For students, time spent engaging in disruptive behavior is the time they are not learning important academic content. Advantages of using response cards include less disruptive behaviors and distraction, provision of immediate teacher feedback, improved test performance, and increased students’ willingness to participate and their active participation (Ran- dolph 2007). For teachers, increased levels of disruptive behavior result in a loss of instructional time and could contribute to a greater level of stress. Response cards are an evidence-based strategy that increases opportunities for students to respond to instruction (Schnorr et al. 2016), which may decrease levels of disruptive behavior, thereby increasing the time for instruction.
This study also investigated the students’ and teacher’s opinions regarding the use of response cards in their classroom. Social validity in this study indicated that 100% of target students who completed the questionnaire liked using response cards in their classroom more than raising their hands. The majority of students in the class also stated they felt that using the response cards allowed them to stay more focused and participate more during instruction. Additionally, the general education teacher indicated that students participated more during instruction when response cards were used and that they were feasible to use in the classroom.
Limitations and Directions for Future Research
The following limitations of the study should be considered in relation to directions for future research. First, a measure of academic achievement was not included. Although students responded more frequently when response cards were used, the researchers did not collect data on accuracy of student responses. In addition, the study did not determine if the use of response cards had any effect on the academic grades of the target students. Some studies have sought to measure students’ aca- demic performance (e.g., Christle and Schuster 2003; Lambert et al. 2006; Munro and Stephenson 2009), but additional research is needed to further examine the rela- tionship between response cards and increased academic achievement.
This study is also limited by the IRB limitations on target student selection. The IRB required target students be selected by the experimenter, rather than the gen- eral education teacher. Although the experimenter observed students for 1 week to attempt to select the students best suited for the project, she had little knowledge of the students’ long-term participation and disruptive behavior levels. If the general education teacher had selected these students based on her knowledge of the stu- dents’ behavior and participation levels, the data may have shown a more accurate
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representation of the effects of response cards on disruptive behavior. In future research, the general education teacher should select the target students in order to include those students who will be most impacted by the use of response cards and to provide a more accurate depiction of the data.
A related difficulty the experimenter encountered was that the observational data for disruptive behavior may have been restricted by the brief amount of time (i.e., period of 2 min) each student was observed. A third limitation is that these direct observation data provide a fragment of the students’ behavior and may not precisely capture the students’ true behavior changes during the response card condition. Future research is necessitated to lengthen the observational periods for the direct observations of students’ disruptive behavior; additionally, future researchers may consider involving school staff in reporting disruptive behavior over the course of the school day when students are engaged in using response cards.
A fourth limitation of this study was that data were not collected on the rate of opportunities to respond. Research suggests a minimum of three opportunities to respond per min (Sutherland and Wehby 2001). Future researchers may want to investigate the impact response cards have on the rate of opportunities to respond per min, and to further investigate differential impacts between preprinted and write- on response cards.
A final limitation of this study was, as stated by the participating students and teacher, that the laminated preprinted response cards were too noisy. As students moved the cards to mark their answer and hold them up to show their answer, the noise distracted the teacher and students. Future research should investigate using different materials to create the cards to minimize noise distractions, as this could affect the students’ ability to focus, which may lead to reduced participation and increased disruptive behavior. Another consideration would be to use technology or digital tools instead of a preprinted card (Twyman and Heward 2015). Although response cards are beneficial because they are a low-tech teaching strategy, if school resources are available, future research should investigate the use of technology- based response cards.
Implications for Practice
This study has a number of useful implications for teachers. First, response cards are a teaching strategy that can help teachers with students who have diverse needs. Use of response cards can make whole-class instruction more effective because it gives all students the opportunity to participate in the lesson at the same time. Students who have difficulty focusing in class or do not participate very often during instruc- tion can be engaged using this strategy without compromising the learning of the other students. This, in turn, may lead to fewer disruptive behaviors in a classroom. With response cards, every student is given more opportunities to be a part of their own learning. Second, response cards have been identified as an evidence-based practice (Schnorr et al. 2016), which is valuable for teachers given the mandate in the Every Student Succeeds Act (ESSA 2015) to use such practices. Third, response cards are cost-effective and feasible for all teachers to implement in their classrooms.
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Teachers can create preprinted response cards from supplies they likely have in their classrooms or schools (e.g., cardstock, index cards, construction paper), and they can be created for content across academic areas. Fourth, not only do response cards increase engagement and participation, but they also provide teachers with valu- able information about their instruction. While monitoring student responding, the teacher can quickly determine whether or not students understand the concepts/ skills and can make instructional decisions based on responding of the whole class. Finally, while the current study implemented response cards during language arts, response cards have been shown as a versatile strategy that can be used in a variety of subjects (e.g., math, science, social studies) and ways in the classroom.
High rates of opportunities to respond lead to positive outcomes for students and can easily be incorporated into teachers’ instruction. When teachers enhance whole-class instruction and embed evidence-based practices such as response cards to increase opportunities for students to respond, there is an increase in participa- tion and response accuracy and a decrease in disruptive behaviors. Using preprinted response cards is a low-tech strategy effective in increasing student participation.
Compliance with Ethical Standards
Conflict of interest The author declares that they have no conflict of interest.
Ethical Approval All procedures performed in studies involving human participants were in accordance with the ethical standards of the institutional and/or national research committee and with the 1964 Decla- ration of Helsinki and its later amendments or comparable ethical standards.
Informed Consent Informed consent was obtained from all individual participants included in the study. Student participants completed assent forms in class with teacher assistance in reading through the form, in addition to providing clarification as needed. Because participants were minors, parental consent for each participant was also obtained. Pseudonyms were used throughout the manuscript to protect the identity of individual participants included in the study.
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- Effects of Response Cards on Fourth-Grade Students’ Participation and Disruptive Behavior During Language Arts Lessons in an Inclusive Elementary Classroom
- Abstract
- Introduction
- Method
- Participants and Setting
- Experimenter
- Data Collection Procedures
- Dependent Variables
- Materials
- Experimental Design
- Procedure
- General Procedure
- Hand Raising
- Preprinted Response Cards
- Interobserver Agreement
- Procedural Reliability
- Social Validity
- Results
- Participation
- Disruptive Behavior
- Social Validity
- Discussion
- Limitations and Directions for Future Research
- Implications for Practice
- References
Table of Contents.html
| Behavior Management Support Section Y01 Summer 2025 CO - Module 5 Evidence-based behavior strategies and interventions from peer-reviewed journal articles
2. Evidence-Based Behavior Strategies-Interventions Summaries Assignment Instructions 3. Template for Strategy Summary 4. Evidence-Based Behavior Strategies-Interventions Summaries Rubric 5. Completed Behavior Strategy Summary sample 1 6. Article for completed Behavior Strategy Summarry sample 1 7. Completed Behavior strategy summary sample 2 8. Article for completed Behavior Strategy Summary Sample 2 |