Part 2: The Get Me Game Developing child compliance and instructional control Ennio Cipani (2011) General Training Format • Presenting “Get” Commands & Reinforcing • • • • • 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 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 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 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 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 If an error occurs, the child is corrected and he does not earn a penny. 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. 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)