a motivational intervention for teaching replacement behaviors of asking, accepting no, waiting and sharing.
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Lucky 7 Presentation W Video 5 09
1. Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com Manage the Mand The Lucky 7 Game
2. How do they ASK now? Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com Pulling us to what they want Crying Getting it themselves Taking what they want
3. How do we want them to ASK? Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com Sign Language PECS or other picture exchange methods Vocalizations or approximations Augmentative Communication device
4. How does the Lucky 7 Game Teach Asking (Manding)? Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com The Lucky 7 Game includes 48 Question Cards with p ictures of some highly preferred & some neutral items/activities that the learner(s) may request during the game session. Two sets of supplemental question cards are also available.
5. How are the Question Cards Used? A preference assessment is conducted prior to game sessions using the question cards or other assessment methods. The information obtained allows the trainer to select question cards that will motivate the learner. A Lucky 7 promised reinforcer is also identified that the learner will receive at the end of the Game, contingent on their cooperation. When the game starts the learner picks a Question Card from the top of a prearranged stack, or is handed the first question card, and asks for the item or activity using his/her form of communication. Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
6. During Initial Sessions The question cards that are pre-selected for the first few spaces of the game are highly preferred items/activities that will motivate the learner. The answers pre-selected to go with those questions are Yes. Item is delivered immediately But Yes answers do not typically trigger problem behavior. What about teaching them to accept the answer No, Wait or Share? Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
7. How do they respond to those ANSWERS now? Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com Pout Display aggression Take it anyway Tantrum
8. How do we want them to Respond? ACCEPTING NO by picking an alternative item, activity or person WAITING by counting to 10, using a timer or other signaling method SHARING by handing a small amount of what s/he has to another individual or taking turns with an item Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
9. How does the Lucky 7 Game teach them to respond to those answers? Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com The Lucky 7 Games 22 Answer Cards includes 7 Yes cards and 5 each of the No, Wait and Share cards.
10. How are the Answer Cards used? The Answer Cards are paired with the Question Cards by 1) pre-selecting, and 2) pre-arranging the pairs The pre-selected Questions Cards are placed in a stack alongside the Game board so they match the pre-selected Answer Cards you place, 1 7, on the Game board The Question Cards that are matched with No , Wait and Share Answer Cards will initially be neutral stimuli, or less-preferred items/activities, that should not trigger problem behaviors by being denied, shared, or delayed. Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
11. Then What? The question card that represents the promised reinforcer (MO) is placed face up beside the Lucky 7 spot on the game board. The learner is told that this item or activity will be available to him/her when they reach the "Lucky 7" spot on the game board. A Yes Answer Card is always placed at that #7 spot. Initially, have the #7 Answer Card turned upright so that the learner can see the Yes answer on that spot throughout the Game. Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
12. Playing the Game The game begins with the learner picking a Question Card from the top of the stack or being handed the first question card and asking for the item or activity. The learner then turns over the Answer Card on spot #1 to see if the answer is Yes, No, Wait, or Share. The trainer responds as indicated on the Answer Card. Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
13. Play continues for all 7 spots on the game board. Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
14. Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
15. Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
16. Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
17. Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
18. When the learner reaches the Lucky 7 spot s/he will receive behavior specific praise and the reinforcer s/he selected at the start of the Game. Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
20. If at any time during the game, the learner does not accept the answer say stop, attempt to redirect the learner to the desired response or redirect the learner to draw the next Question Card If the learner does not cooperate stop the session respond to problem behaviors as outlined in the Behavior Plan re-read the Game rationale & directions select a more potent Lucky 7 reinforcer, and/or redesign the instructional sequence for the Question and Answer cards. Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
21. Why does it work? The Lucky 7 game is grounded in principles of ABA Motivating Operations through the use of a Lucky 7 promised reinforcer the positive outcome for the learner results in reinforcement and strengthening of core replacement behaviors the learners enjoyment of the game becomes paired with their use of these behaviors Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
22. More ABA incorporated into the Lucky 7 Game demand fading starting the learning process with tasks that are primarily easy demands, then gradually fading in an increasing number of difficult demands ensures that the behaviors being taught are efficient ways for the learner to receive reinforcement, thus reducing the aversiveness of demands. Each demand becomes a promise of reinforcers to follow. Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
23. ABA Behavioral Momentum tasks with a high probability of success are presented in succession to increase the learners motivation to persist with a more difficult task that follows response persistence with difficult tasks occurs as a result of a high rate of reinforcement during Game sessions, generating behavioral momentum Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
24. Game Variations Using real items: Use real items in place of the Question Cards. In that scenario, the trainer would hold up an item and prompt the learner to ask the question. A timer is helpful in order to cue the learner as to when s/he has to move on from that item/activity to the next question. Group Session: The Game may be played with a group of up to six players. Follow the single player directions with the exception of ensuring that each player is provided with their Lucky 7 individual reinforcers upon their successful completion of the Game. Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
25. Game Variations (contd) Two players: For learners who need training in improving their interactions with another individual such as a sibling or friend One player becomes the asker and the other becomes the responder Your targeted learner can play the role you deem most appropriate. If both roles are important, two rounds of the game can be played with each participant having a turn in each role. Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
26. Data Collection A session is defined as one round of the Lucky 7 Game. A task is defined as a combination of 1 Question Card with 1 Answer Card. The item/activity is written next to the corresponding task number Ask ? column, indicate whether the learner asked the question correctly, required a prompt, or responded incorrectly (i.e. did not comply). Answer column, indicate the answer that corresponds to that task question & the learners response when given that answer Comments section provides an area to note other significant observations Use the recorded data to plan for the next session, as per demand fading guidelines Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
27. Data Sheet Example Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com Session 0 Date: 7/7/07 Example Task 1 - apple Ask ? + P -- Answer: Y N W S Comments: didn't want the apple Response: + P -- Task 2 - walk Ask ? + P -- Answer: Y N W S Comments: required a physical prompt to go to the next question card Response: + P -- Task 3 - drink Ask ? + P -- Answer: Y N W S Comments: Response: + P -- Task 4 - High 5 Ask ? + P -- Answer: Y N W S Comments: required gestural prompt to wait until the timer went off Response: + P -- Task 5 - pretzel Ask ? + P -- Answer: Y N W S Comments: hesitated to share with other consumer but complied Response: + P -- Task 6 - coloring Ask ? + P -- Answer: Y N W S Comments: Response: + P -- Task 7 - video game Ask ? + P -- Answer: Y N W S Comments: happy to get to go to play his video game Response: + P --
28. Generalization Direct care staff observe the Game session, become familiar with the key phrases, are paired with the reinforcement contingencies surrounding replacement behaviors The phrases: Ask the question. Sometimes you have to wait. Sometimes you need to share. Sometimes the answer is no . Direct care providers regularly use the same phrases in the natural environment. Because the behaviors, and cues, have been correlated with reinforcement during the Game, the behaviors will transfer to the natural environment. Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com
29. Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com Natural Environment: Ask the Question Data Sheet Date: Mark a + for each Correct Response: When an opportunity arose for the learner to ask for an item, activity, or attention, s/he did so correctly Mark a P if the response was prompted: When an opportunity arose for the learner to ask for an item, activity, or attention s/he did so correctly after being prompted Mark a -- if the response was incorrect: When an opportunity arose for the learner to ask for an item, activity, or attention s/he did so incorrectly and/or did not comply with answer
30. To Purchase Games go to: www.TheLucky7Game.com Or visit the FABA Store Thank you for your participation Cynthia Rekort, BCABA [email_address] Kay Brynildson, BCBA kay@behaviorchangeconsultants.com