ABSTRACT

Some classrooms need additional supports to ensure that schools and classrooms meet the basic needs of students by creating a positive culture. Students demonstrating challenging behaviors are more likely to misbehave in classrooms lacking the necessary behavioral structures. This chapter provides steps for maximizing classroom time that students spend on tasks and receiving instruction. It also provides a brief overview of common pitfalls made by educators in managing student behavior. Group contingencies are powerful means of eliciting desirable behaviors from groups of students and can support behavior plans for individual students. The Good Behavior Game is a method of helping students work closely together and reach behavioral goals. A classroom points system is a modification of an independent group contingency and a token economy.