Effective Classroom Management Strategy: The Student/Teacher Game

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Discover the Student/Teacher Game, a powerful classroom management strategy using a game format to enhance positive behavior among students. Defined in detail with steps on implementation and benefits supported by research and practice. Learn how to teach, acknowledge, respond, and use data effectively in this engaging approach.

  • Classroom management
  • Behavior improvement
  • Teaching strategy
  • Student engagement
  • Educational games

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  1. The Student/Teacher Game A ReACT Strategy Respond pp. 6-7

  2. 1. DEFINE The Student/Teacher Game: What is it? A quick and easy classroom management strategy for improving behavior classwide (or settingwide) Uses a game format (with points and a goal) to encourage positive behavior for students 2. TEACH & PRACTICE 3. ACKNOWLEDGE INSTRUCTIONALLY 4. RESPOND 5. USE DATA

  3. 1. DEFINE The Student/Teacher Game: Why do it? Shown in research and practice to: Decrease disruptions Increase engagement Add positive peer pressure 2. TEACH & PRACTICE 3. ACKNOWLEDGE INSTRUCTIONALLY 4. RESPOND 5. USE DATA

  4. 1. DEFINE The Student/Teacher Game: How do we do it? Steps 1. Pick a class, routine, or time 2. Teach and practice expectations 3. Introduce the Game 4. Start the Game 5. Run the Game 6. Play regularly & monitor progress 2. TEACH & PRACTICE 3. ACKNOWLEDGE INSTRUCTIONALLY 4. RESPOND 5. USE DATA

  5. 1. DEFINE The Student/Teacher Game: 1. Pick a class, routine, or time Identify a class, routine, or time of day where you want to improve behavior Within that time, choose whether you want to improve behavior: Across all schoolwide expectations OR For one positive behavior you want to see more often 2. TEACH & PRACTICE 3. ACKNOWLEDGE INSTRUCTIONALLY 4. RESPOND 5. USE DATA

  6. 1. DEFINE The Student/Teacher Game: 2. Teach and practice expectations Teach (or reteach) and practice expectations for that setting or routine Provide a brief rationale (why it s important) Demonstrate examples and non-examples Provide practice and performance feedback 2. TEACH & PRACTICE 3. ACKNOWLEDGE INSTRUCTIONALLY 4. RESPOND Once students can show the expected behaviors, you can introduce the Game 5. USE DATA

  7. 1. DEFINE The Student/Teacher Game: 3. Introduce the Game 2. TEACH & PRACTICE 1) Explain how students will earn points For following expectations (or one specific expectation) 2) Explain how the teacher will earn points Same, but especially when others are not 3) Share a point goal (e.g., 5 points, double the teacher points) 4) Share a time period (e.g., 30 minutes) 5) Describe the rewards for winning (e.g., class dance party, extra recess time) 3. ACKNOWLEDGE INSTRUCTIONALLY 4. RESPOND 5. USE DATA

  8. 1. DEFINE Student/Teacher Game 2. TEACH & PRACTICE Students IIII Teacher I 3. ACKNOWLEDGE INSTRUCTIONALLY 4. RESPOND 5. USE DATA Goal: 15 pts. End: 11:45

  9. 1. DEFINE The Student/Teacher Game: 4. Start the Game Tell students the Game is starting Share: When it will end The point goal The reward 2. TEACH & PRACTICE 3. ACKNOWLEDGE INSTRUCTIONALLY 4. RESPOND 5. USE DATA

  10. 1. DEFINE The Student/Teacher Game: 5. Run the Game Tally student & teacher points on the board When students follow expectations: Give the students a point and state the behavior (e.g., I love the way everyone is sitting quietly waiting for instructions. You just earned the class a student point. ) When students show unwanted behaviors: Do not remove points Consider giving a teacher point instead (e.g., Almost everyone is quiet and waiting for my instructions, but I am, so I earn a teacher point. ). Give reminders and reteach expectations 2. TEACH & PRACTICE 3. ACKNOWLEDGE INSTRUCTIONALLY 4. RESPOND 5. USE DATA

  11. 1. DEFINE The Student/Teacher Game: 5. Run the Game Try to provide at least 4 student points for each teacher point At the end of the time period, announce the end of the Game and final score If the students win: provide the reward! If the students do not win: reteach and provide encouragement 2. TEACH & PRACTICE 3. ACKNOWLEDGE INSTRUCTIONALLY 4. RESPOND 5. USE DATA

  12. 1. DEFINE The Student/Teacher Game: 6. Play regularly and monitor progress As students experience regular success, increase the point goal and/or time period If students are not regularly winning the game, try to figure out what skills are needed 2. TEACH & PRACTICE 3. ACKNOWLEDGE INSTRUCTIONALLY 4. RESPOND 5. USE DATA

  13. 1. DEFINE The Student/Teacher Game: Tips for Success Keep it positive! Make the first game easy enough that it is a guaranteed win for students It should be rare for students to lose If they do, make sure to reteach expectations 2. TEACH & PRACTICE 3. ACKNOWLEDGE INSTRUCTIONALLY 4. RESPOND 5. USE DATA

  14. 1. DEFINE The Student/Teacher Game: Tips for Success Focus on positive peer support! Encourage students to support each other If a student sabotages the game for attention, set up their own game so they don t lose the game for everyone 2. TEACH & PRACTICE 3. ACKNOWLEDGE INSTRUCTIONALLY 4. RESPOND 5. USE DATA

  15. 1. DEFINE The Student/Teacher Game: Tips for Success Keep it interesting! Vary the rewards (and include student choice) Once students have been successful and are ready for a new challenge: Increase the points goal Make some elements of the game secret Secret point goal Secret start or end time 2. TEACH & PRACTICE 3. ACKNOWLEDGE INSTRUCTIONALLY 4. RESPOND 5. USE DATA

  16. 1. DEFINE 1. DEFINE The Student/Teacher Game: Tips for Success p. 7 2. TEACH & 2. TEACH & PRACTICE PRACTICE 3. ACKNOWLEDGE 3. ACKNOWLEDGE INSTRUCTIONALLY INSTRUCTIONALLY 4. RESPOND 4. RESPOND 5. USE DATA 5. USE DATA

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