BehaviorContractPrevent thestudent frombecomingoverstimulatedFrequentRedirectionConsistentpraise andpositivereinforcementOnepaper/OnetaskFlexibilityin sittingImplementa timerReduceassignmentProvide acopy ofthe writtennotesTimeout/ThinkTimeopportunitiesTeach/ReteachExpectationsVisualScheduleExtratime totransitionDaily/WeeklyBehaviorChartImplementa classroomrewardsystemPreferentialseatingFree!1:1AssistanceBreaksProvideguidedchoicesAssignabuddyprovideoptions forsubmittingworkRephraseandrepeatdirectionsModelappropriatebehaviorSimplifysteps/directionsBehaviorContractPrevent thestudent frombecomingoverstimulatedFrequentRedirectionConsistentpraise andpositivereinforcementOnepaper/OnetaskFlexibilityin sittingImplementa timerReduceassignmentProvide acopy ofthe writtennotesTimeout/ThinkTimeopportunitiesTeach/ReteachExpectationsVisualScheduleExtratime totransitionDaily/WeeklyBehaviorChartImplementa classroomrewardsystemPreferentialseatingFree!1:1AssistanceBreaksProvideguidedchoicesAssignabuddyprovideoptions forsubmittingworkRephraseandrepeatdirectionsModelappropriatebehaviorSimplifysteps/directions

Tier 1 Attention/Behavior Accommodations - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


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  1. Behavior Contract
  2. Prevent the student from becoming overstimulated
  3. Frequent Redirection
  4. Consistent praise and positive reinforcement
  5. One paper/One task
  6. Flexibility in sitting
  7. Implement a timer
  8. Reduce assignment
  9. Provide a copy of the written notes
  10. Time out/Think Time opportunities
  11. Teach/ Reteach Expectations
  12. Visual Schedule
  13. Extra time to transition
  14. Daily/Weekly Behavior Chart
  15. Implement a classroom reward system
  16. Preferential seating
  17. Free!
  18. 1:1 Assistance
  19. Breaks
  20. Provide guided choices
  21. Assign a buddy
  22. provide options for submitting work
  23. Rephrase and repeat directions
  24. Model appropriate behavior
  25. Simplify steps/directions