CHAMPS: Implementation

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CHAMPS: Implementation

RTII Framework

Tier 3: 1-5%

Tier 2: 5-10%

Tier 1: 80-85%

Universal Prevention

Early Stage Problem Solving

Champs

Behavior

Matrix/Rules

Classroom

Management

3-5 SW Expectations

Olweus

Remember that the multiple tiers of support refer to our SUPPORT not Students.

Computation

Anger

Managemen t

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?

Be STOIC

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.

• I am GREAT

– Great

– Respectful

– Encouraging

– Act Responsibly

– Think before acting

CHAMPS

Classroom Rules

Hands and feet to self

Use kind words

Have materials ready

Stop, 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

Looks Like Sounds Like

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

Make a lot of deposits

• Increase non-contingent attention

– Focus on students who received negative attention recently

– Cannot interrupt instruction

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?

Examples of

Classwide Motivation Systems

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

1 2 3 X 5

X 7 8 X 10

11 12 13 X X

16 X 18 X 20

Create a grid with 100 squares

Obtain two containers to keep numbers in

21 22 23 X 25

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

Respond to Misbehavior

avoid reacting . . .

Contact Information

Carrie Frohnapfel carrie.frohnapfel@aiu3.net

(412)394-4593

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