Timeout/ThinkTimeopportunitiesFree!BreaksModelappropriatebehaviorPreferentialseatingOnepaper/OnetaskDaily/WeeklyBehaviorChartPrevent thestudent frombecomingoverstimulatedProvideguidedchoicesImplementa timerAssignabuddyprovideoptions forsubmittingworkConsistentpraise andpositivereinforcement1:1AssistanceBehaviorContractProvide acopy ofthe writtennotesFrequentRedirectionVisualScheduleImplementa classroomrewardsystemTeach/ReteachExpectationsReduceassignmentSimplifysteps/directionsExtratime totransitionRephraseandrepeatdirectionsFlexibilityin sittingTimeout/ThinkTimeopportunitiesFree!BreaksModelappropriatebehaviorPreferentialseatingOnepaper/OnetaskDaily/WeeklyBehaviorChartPrevent thestudent frombecomingoverstimulatedProvideguidedchoicesImplementa timerAssignabuddyprovideoptions forsubmittingworkConsistentpraise andpositivereinforcement1:1AssistanceBehaviorContractProvide acopy ofthe writtennotesFrequentRedirectionVisualScheduleImplementa classroomrewardsystemTeach/ReteachExpectationsReduceassignmentSimplifysteps/directionsExtratime totransitionRephraseandrepeatdirectionsFlexibilityin sitting

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