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Discover the CHAMPS framework for classroom management and behavior, including strategies, tools, and positive reinforcement techniques to create a structured and successful learning environment. Learn how to implement CHAMPS effectively and promote positive student behavior throughout different tiers of support.
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RTII Framework Tier 3: 1-5% Tier 2: 5-10% Tier 1: 80-85% Universal Prevention Early Stage Problem Solving Champs Behavior Matrix/Rules 3-5 SW Expectations Classroom Management Olweus
Remember that the multiple tiers of support refer to our SUPPORT not Students. Computation Anger Management Attendance Reading Comprehension
When Structuring the Classroom Think about: • How you like to work • Level of structure your students need ASK YOURSELF. . . .WHAT KIND OF STRUCTURE SHOULD MY CLASSROOM HAVE? • HIGH • MEDIUM • LOW
CHAMPS • Designed to help you: • Fine tune or • Develop a Classroom Management Plan • Components of the Plan • Guidelines for Success ( I am GREAT) • Routines/Procedures (CHAMPS) • Transitions (CHAMPS) • Correction procedures FOCUSES ON POSITIVE, PROACTIVE and INSTRUCTIONAL!
How do we implement CHAMPS? S tructure your classroom for success. Teach students how to be successful in you classroom/school. O bserve student behavior. I nteract positively. C orrect fluently. Be STOIC
CHAMPS • I am GREAT Classroom Rules • Great • Respectful Hands and feet to self • Encouraging Use kind words • Act Responsibly Have materials ready • Think before actingStop, wait, think, act……
CHAMPS • Conversation – Can students talk to each other? • Help – How do students get their questions answered? How do they get your attention? • Activity – What is the task or objective? What is the end product? • Movement – Can students move about? • Participation – What does the expected student behavior look like and sound like? How do students show that they are fully participating? • Success – If students follow the CHAMPS expectations, they will be successful. FOR ROUTINES AND TRANSITIONS. . . .
Teach Expectations • T Chart Guidelines for Success Rules in Unique Settings Classrooms Bathrooms Hallways
Observe CHAMPS in action. . . • SCAN and MOVE • Use data to monitor and evaluate your current classroom management plan • 7 tools in CHAMPS book • Daily Reality Rating Scale • Ratio of Interactions Monitoring Form
Interact Positively • Provide a High Ratio of Positive Interactions • 4 to 1 for everyone • Increase non-contingent attention • Focus on students who received negative attention recently • Cannot interrupt instruction Make a lot of deposits
Interact Positively • Provide Positive Feedback • Accurate • Specific and descriptive • Contingent • Age-appropriate • Immediate • Given in a manner that fits your style • Provide Intermittent Celebrations
Motivation • Behavior that is motivated = Behavior that is repeated • A person’s motivation toward a behavior or task is probably a mix of intrinsic and extrinsic motivation • Motivation= Expectancy x Value
Rewards--FAQs • Shouldn’t students work without needing rewards? • Isn’t rewarding behavior the same as bribery? • Won’t students get hooked on the rewards? • Isn’t intrinsic motivation better? • Will giving students rewards reduce their intrinsic motivation?
Whole Class Points Time Interval or Intermittent 3 points—No disruptions/everyone worked hard 2 points—No disruptions 1 point—Only a few disruptions 0 points—Too many disruptions Can use a Chart Moves to track points to keep student interest!
Economic Simulation Create a mini-economy in your classroom Simple system used as response cost—start with a total amount of dollars. . .deduct for misbehavior. Simple system to earn dollars for appropriate behaviors. . . .monitor on a behavior card. Need to establish a store to purchase items/special privileges. Figuring out the economy may take some extra effort!
Reinforcement Based on Reducing Misbehavior Collect baseline data for 5 days. . .find the average number of behavior infractions Create a chart to monitor misbehavior. Establish a group reward to work toward and a daily goal. Award group points or moves when the group beats their goal. Good for group where many different students in the class exhibit a wide variety of misbehaviors.
Classroom (Group) Contingencies The Good Behavior Game • Method: • Randomly divide into two or more teams. The team that demonstrates the fewest number of the target behavior will be reinforced. • Divide class into equal strength halves • Record a point for each time the unwanted behavior (or the desired behavior) is observed
Classroom (Group) Contingencies The Good Behavior Game • Method: • Set a criteria for number of points. • Any team with less than (more than) __ points wins • Encourages competition among teams; can be made into non-competitive game • An opportunity to teach teamwork!
Lottery Tickets Identify the ticket / token. Distribute to individual students as appropriate classroom behaviors are demonstrated. Draw tickets at a predetermined time for a variety of rewards. Can count the tickets at the end of the week and award the group the bonus points . . . . When they earn 2,000 bonus points the group earns a class reward!
100 Squares • Create a grid with 100 squares • Obtain two containers to keep numbers in • Place the numbers 1-100 in one container (on slips of paper or popsicle sticks) • Catch the group being good! • Have a student draw a number and place an x on that number. • Shoot for catching the group doing well at least 10 times each day. • Expand your grid after the group is rewarded 6-8 times.
Group Contingency. . .YES – NO Bag Works on premise of: “Catching them being Good” • Each time teacher observes a student engaging in appropriate behavior puts a “yes” in bag • Total is calculated at end of designated time • If meet the # requirement all get rewarded Bill Jenson
“What If” Chart? • What if you do? • Verbal Praise • Positive phone call home • Lottery Drawing • Chart Move • Mystery Motivator • What if you don’t? • Redirection • Get a warning • Move your seat • Written apology • Call home • Parent – Teacher conference • Office Referral • Serious Clause: • __________________ • __________________
Classroom (Group) Contingencies Beat Your Own Best Score • Purpose: To increase fluency for academics or behavior • Examples: • Math worksheet: number of problems correct in one minute: Grade immediately, record score, very reinforcing • Middle School posted the number of times there was a disruption in the hall and tried to “beat” this score.
Think-Pair-Share • Describe a classwide motivation system that you are using or have used in the past • What worked well? • What hurdles did you encounter?
Effective Incentive Formula • I = Immediately • F = Frequently • E = Eye Contact • E = Enthusiasm • D = Describe the behavior • A = Anticipation • V(2) = Variety and Variability
Carrie Frohnapfel carrie.frohnapfel@aiu3.net (412)394-4593 Contact Information