Dr.-Cipanis-Get-Me

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Part 2:
The Get Me Game
Developing child compliance and
instructional control
Ennio Cipani (2011)
General Training Format
• Presenting “Get” Commands & Reinforcing
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Compliance
Insuring the Child’s Motivation-- Grandma’s Rule
Utilizing the Parental Compliance Repertoire
Utilizing a Unique Error Correction Procedure
Shaping Sustained Compliance--Instr. Control
Verbal Compliance (“Name It”) & “Put”
Commands
Ennio Cipani (2011)
Get Commands &
Reinforcement of Compliance
• Make a request to “Get ____! “ (specify
item)
• Child complies-- earns a penny
• Child earns pre-designated number of
pennies-- successfully completes the game
& accesses a high preferred activity (i.e.,
Grandma Rule contingency)
Ennio Cipani (2011)
Parental Compliance Repertoire
• Gets in close proximity to the child
• Gets the child’s attention
• Praises the child for attending; initially
and intermittently
• Gives a short, concise command
• If the child gets the item requested,
parent praises the child and drops a
penny in the jar
• If an error occurs, the parent institutes
the error correction procedure
(explanation coming up)
Ennio Cipani (2011)
Correcting Errors: Procedure
When Error Occurs
• Stop process
•
•
•
immediately
Back to start point
Re-present command
Prompt, if necessary
When Wandering
Occurs
• Catch immediately
• Back to start point
• Wait
• Re-present command
• Shadow
Ennio Cipani (2011)
Utility of the Error
Correction Procedure
1. reduces impulsivity:
“jumping the gun”
2. requires attention to
verbal instruction
3. requires correct response
to command
4. does not allow a sloppy
response to escape
Ennio Cipani (2011)
Extending Training - After Instructional
Control over Get Commands
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Gets more than 1 item per instruction: “Get me
the shoe and shoelaces.”
Gets items that are in another room: “Bring me
your red slippers that are in your closet.”
Follows “Put” & “Name it” commands: “Put the
magic marker in the drawer under the art
table.” Name it-- “What color is that?”
Complex concepts-- classification, functions,
prepositions; e.g., “Get me the pen that is behind
the item we drink out of.”
Ennio Cipani (2011)
The Get Me Game
Q & A portion of the workshop
Ennio Cipani (2011)
Let’s review: The Get Me Game
The Get Me Game develops child
compliance to simple commands,
involving “get” and “put.” The game
utilizes requests with no previous history
of non-compliance (i.e., starting “fresh”).
A positive compliance history can then be
used to develop child compliance to
everyday commands and requests.
Let’s test your knowledge (true/false)
Ennio Cipani (2011)
Insuring child motivation-Grandma’s Rule
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If the child’s requirement to complete the Game is
earning 10 pennies, and he says “I quit,” after only
earning 6 pennies, you should allow him to finish the
game after he has had a little break
In using the Grandma’s Rule contingency, if your child
did not complete the game, she would be denied access
to the preferred event until successful completion
Completing the Game requires that the child only make 4
errors
Designating a high preferred activity as the end result of
completing the requirements of the Get Me Game makes
use of the Premack Principle
Ennio Cipani (2011)
Format of the Get Me Game: Which of the following steps
are components
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In determining the number of pennies needed to
complete the Get Me Game, use the child’s age and
current ability level to set an initial standard that is
set up for success
The Get instruction should be sufficiently detailed to
allow the child to know why he is being asked to
follow the instruction, i.e., it gives a rationale for
compliance
Ennio Cipani (2011)
Format of Game continued
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The game is played until the designated
number of pennies is accrued by your child
Praise the child only when he has completed
the Game
Give the Get instruction from at least 5 feet
away to simulate actual real life conditions
Each time the child gets the item requested,
she gets a penny in the jar
Eye contact would be helpful but not
necessary when playing the Get Me Game
Ennio Cipani (2011)
Error Correction Procedure
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If an error occurs, the child is corrected and he does not
earn a penny.
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If an error occurs, the wrong item is immediately placed
back on the table, and the child is brought back to the
start point and given a different instruction.

If an error occurs, the wrong item is immediately placed
back on the table, and the child is brought back to the
start point and given the same instruction.
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A penny is sometimes given for an incorrect response if
it looks like the child was really trying hard, i.e., you
reinforce effort.
Ennio Cipani (2011)
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