Daily/WeeklyBehaviorChartProvide acopy ofthe writtennotesImplementa timerModelappropriatebehaviorFree!Simplifysteps/directionsFlexibilityin sittingTimeout/ThinkTimeopportunitiesConsistentpraise andpositivereinforcementRephraseandrepeatdirectionsprovideoptions forsubmittingworkTeach/ReteachExpectationsProvideguidedchoicesBehaviorContractOnepaper/OnetaskImplementa classroomrewardsystemBreaks1:1AssistanceVisualScheduleExtratime totransitionReduceassignmentPrevent thestudent frombecomingoverstimulatedPreferentialseatingFrequentRedirectionAssignabuddyDaily/WeeklyBehaviorChartProvide acopy ofthe writtennotesImplementa timerModelappropriatebehaviorFree!Simplifysteps/directionsFlexibilityin sittingTimeout/ThinkTimeopportunitiesConsistentpraise andpositivereinforcementRephraseandrepeatdirectionsprovideoptions forsubmittingworkTeach/ReteachExpectationsProvideguidedchoicesBehaviorContractOnepaper/OnetaskImplementa classroomrewardsystemBreaks1:1AssistanceVisualScheduleExtratime totransitionReduceassignmentPrevent thestudent frombecomingoverstimulatedPreferentialseatingFrequentRedirectionAssignabuddy

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.


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