Classroom Incentives and Management Classroom Rules

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Classroom Incentives and Management
Classroom Rules
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Be Ready with Materials and Supplies
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Be Kind with Words and Actions
Be Respectful of Classroom and Others
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Be Positive with Effort and Attitude
Be Responsible of Actions and Choices
Classroom Incentive
A classroom incentive jar will focus on the behavior of the class as a whole. This system follows
our classroom philosophy that we are a team in room 33. It will promote a positive learning
environment where students work together, motivate one another, and speak kindly to each
other. A marble jar will sit on the teacher’s desk as a visual reminder for the classroom.
Marbles can be earned for the class demonstrating positive partner behavior, kindness towards
peers, and putting forth best effort during work times. Once the jar is filled up the class will
be rewarded for their efforts. Rewards will be voted on upon the class.
Positive Partner Behavior
Positive Partner Behavior is set of guidelines that are followed to promote positive peer
interaction during instruction and social interactions. Our class will review Positive Partner
Behavior guidelines before students are to work in groups.
Positive Partner Behavior Guidelines consist of:

Stay on Track
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Work Together
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Use Friendly Talk
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Contribute Equally
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Discuss, Agree, Write, Move-On
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Have Positive Attitudes and Smiles
Self-Monitoring Clip Chart
Our classroom utilizes a color coded chart as a visual reminder for students to monitor their
own behavior. Each day student’s will start on green, meaning that they are ready to learn and
prepared for the day. In order to be able to move their clip up, students will need to
demonstrate choices and actions that go above and beyond the general expectations and
responsibilities. A student may be asked to move down to yellow as a visual reminder to re-think
their choices and change what they are doing. If a student requires attention beyond moving
down to yellow it will involve a teacher-student discussion to figure out the root of the issue,
and to work together to figure out a solution. Students may always move up or down throughout
the day. Student’s cards will be reset to green at the start of each school day. Students will
communicate their day with a colored square within their assignment notebooks. Movement of
clip, rewards, and consequences are at the discretion of the teacher and will be decided upon
with each individual student and situation in mind.
Color
Purple
Definitions
Outstanding: BEST SCHOOL DAY EVER!!!
Royal Blue
Excellent Choices: students are demonstrating ready to learn behaviors and have demonstrated
many choices that go above and beyond school and classroom expectations
(Example: helping a peer, assisting the teacher, etc).
Teal
Great Effort: students are demonstrating ready to learn behaviors and have demonstrated
some choices that go above and beyond school and classroom expectations
(Example: helping a peer, assisting the teacher, etc).
Green
Ready to Learn: students are ready to learn with materials and supplies. Students are
demonstrating expected school behaviors and choices
Yellow
Think About It: students need to slow down and think about the choices they are making,
beyond yellow will require teacher intervention
Crunch Cards
Each student has a crunch card within their classroom. At the end of each school day, while
being checked out, student’s card will get crunched if their choices throughout the day landed
them on teal, royal blue, or purple. Once a student has reached 5 crunches on their card a prize
will be given. Prizes included (but are subject to change) are: iPad times, teacher chair, lunch
with the teacher, sit with a buddy, teacher helper, homework pass.
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