Free!ProvideguidedchoicesDaily/WeeklyBehaviorChartFlexibilityin sittingBehaviorContractTeach/ReteachExpectationsprovideoptions forsubmittingworkProvide acopy ofthe writtennotesTimeout/ThinkTimeopportunitiesPreferentialseatingExtratime totransitionAssignabuddyReduceassignment1:1AssistancePrevent thestudent frombecomingoverstimulatedConsistentpraise andpositivereinforcementOnepaper/OnetaskImplementa classroomrewardsystemVisualScheduleModelappropriatebehaviorBreaksFrequentRedirectionRephraseandrepeatdirectionsImplementa timerSimplifysteps/directionsFree!ProvideguidedchoicesDaily/WeeklyBehaviorChartFlexibilityin sittingBehaviorContractTeach/ReteachExpectationsprovideoptions forsubmittingworkProvide acopy ofthe writtennotesTimeout/ThinkTimeopportunitiesPreferentialseatingExtratime totransitionAssignabuddyReduceassignment1:1AssistancePrevent thestudent frombecomingoverstimulatedConsistentpraise andpositivereinforcementOnepaper/OnetaskImplementa classroomrewardsystemVisualScheduleModelappropriatebehaviorBreaksFrequentRedirectionRephraseandrepeatdirectionsImplementa timerSimplifysteps/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. Free!
  2. Provide guided choices
  3. Daily/Weekly Behavior Chart
  4. Flexibility in sitting
  5. Behavior Contract
  6. Teach/ Reteach Expectations
  7. provide options for submitting work
  8. Provide a copy of the written notes
  9. Time out/Think Time opportunities
  10. Preferential seating
  11. Extra time to transition
  12. Assign a buddy
  13. Reduce assignment
  14. 1:1 Assistance
  15. Prevent the student from becoming overstimulated
  16. Consistent praise and positive reinforcement
  17. One paper/One task
  18. Implement a classroom reward system
  19. Visual Schedule
  20. Model appropriate behavior
  21. Breaks
  22. Frequent Redirection
  23. Rephrase and repeat directions
  24. Implement a timer
  25. Simplify steps/directions