RephraseandrepeatdirectionsPreferentialseatingDaily/WeeklyBehaviorChartAssignabuddyFree!Extratime totransitionprovideoptions forsubmittingworkTimeout/ThinkTimeopportunitiesConsistentpraise andpositivereinforcementFlexibilityin sittingVisualScheduleOnepaper/OnetaskSimplifysteps/directionsReduceassignmentImplementa timer1:1AssistanceProvide acopy ofthe writtennotesProvideguidedchoicesImplementa classroomrewardsystemBehaviorContractTeach/ReteachExpectationsModelappropriatebehaviorFrequentRedirectionPrevent thestudent frombecomingoverstimulatedBreaksRephraseandrepeatdirectionsPreferentialseatingDaily/WeeklyBehaviorChartAssignabuddyFree!Extratime totransitionprovideoptions forsubmittingworkTimeout/ThinkTimeopportunitiesConsistentpraise andpositivereinforcementFlexibilityin sittingVisualScheduleOnepaper/OnetaskSimplifysteps/directionsReduceassignmentImplementa timer1:1AssistanceProvide acopy ofthe writtennotesProvideguidedchoicesImplementa classroomrewardsystemBehaviorContractTeach/ReteachExpectationsModelappropriatebehaviorFrequentRedirectionPrevent thestudent frombecomingoverstimulatedBreaks

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