Lucky 7 Presentation W Video 5 09

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Cynthia Rekort, BCABA [email protected] Kay Brynildson, BCBA kay@behaviorchangeconsultants .com

description

a motivational intervention for teaching replacement behaviors of asking, accepting no, waiting and sharing.

Transcript of Lucky 7 Presentation W Video 5 09

Page 1: Lucky 7 Presentation W Video 5 09

Cynthia Rekort, BCABA [email protected]

Kay Brynildson, BCBA [email protected]

om

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How do they ASK now?

Cynthia Rekort, BCABA [email protected]

Kay Brynildson, BCBA [email protected]

om

Pulling us to what they want

Crying

Getting it themselvesTaking what they want

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How do we want them to ASK?

Cynthia Rekort, BCABA [email protected]

Kay Brynildson, BCBA [email protected]

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Sign Language PECS or other picture exchangemethods

Vocalizations or approximations

Augmentative Communication device

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How does the Lucky 7 Game Teach Asking (Manding)?

Cynthia Rekort, BCABA [email protected]

Kay Brynildson, BCBA [email protected]

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The Lucky 7 Game includes 48 Question Cards with pictures 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.

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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 protected]

Kay Brynildson, BCBA [email protected]

om

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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 protected]

Kay Brynildson, BCBA [email protected]

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How do they respond to those ANSWERS now?

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Kay Brynildson, BCBA [email protected]

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Pout

Display aggression

Take it anyway

Tantrum

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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

SHARINGby handing a small amount of what s/he has to another individual or taking turns with an item

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Kay Brynildson, BCBA [email protected]

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How does the Lucky 7 Game teach them to respond to those answers?

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Kay Brynildson, BCBA [email protected]

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The Lucky 7 Game’s 22 Answer Cards includes 7 Yes cards and 5 each of the No, Wait and Share cards.

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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 protected]

Kay Brynildson, BCBA [email protected]

om

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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 protected]

Kay Brynildson, BCBA [email protected]

om

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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 protected]

Kay Brynildson, BCBA [email protected]

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Kay Brynildson, BCBA [email protected]

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Play continues for all 7 spots on the game board.

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Kay Brynildson, BCBA [email protected]

om

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Cynthia Rekort, BCABA [email protected]

Kay Brynildson, BCBA [email protected]

om

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Cynthia Rekort, BCABA [email protected]

Kay Brynildson, BCBA [email protected]

om

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Cynthia Rekort, BCABA [email protected]

Kay Brynildson, BCBA [email protected]

om

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Kay Brynildson, BCBA [email protected]

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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.

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VIDEO

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Cynthia Rekort, BCABA [email protected]

Kay Brynildson, BCBA [email protected]

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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.

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Kay Brynildson, BCBA [email protected]

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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

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Kay Brynildson, BCBA [email protected]

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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.

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Kay Brynildson, BCBA [email protected]

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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

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Kay Brynildson, BCBA [email protected]

om

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.

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Cynthia Rekort, BCABA [email protected]

Kay Brynildson, BCBA [email protected]

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Game Variations (cont’d) 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.

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Kay Brynildson, BCBA [email protected]

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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 learner’s 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

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Cynthia Rekort, BCABA [email protected]

Kay Brynildson, BCBA [email protected]

om

Data Sheet Example

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 cardResponse: + 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 offResponse: + P --

Task 5 - pretzel

Ask ? + P --

Answer: Y N W S Comments: hesitated to share with other consumer but compliedResponse: + 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 --

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Kay Brynildson, BCBA [email protected]

om

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.

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Kay Brynildson, BCBA [email protected]

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Natural Environment: Ask the Question Data SheetDate:

Mark a “+” for eachCorrect 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 theresponse was prompted:When an opportunity arose for the learner to ask for an item, activity, or attention s/he did so correctlyafter 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

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Cynthia Rekort, BCABA [email protected]

Kay Brynildson, BCBA [email protected]

om

To Purchase Games go to:

www.TheLucky7Game.com

Or visit the FABA Store

Thank you for your participation