(Print) Use this randomly generated list as your call list when playing the game. 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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G- The process of breaking a skill down into
smaller, more manageable components.
G-Task Analysis
O-the amount of times, or count, a behavior or
response happens.
O-Frequency
B-a teaching strategy where a learner observes and imitates the behavior of a model
B-Modeling
N-a specially written story designed to explain a social situation to an individua
N-Social Narrative
N-a technique where certain behaviors are reinforced while others are not, essentially rewarding desired behaviors and diminishing undesirable ones.
N-differential reinforcement
I-a visual representation of a series of tasks or activities in a sequence.
I-Visual Schedule
I-any stimulus change that follows a behavior and can influence the likelihood of that behavior occurring again
I-consequence
N-a strategy where the teacher or instructor deliberately positions themselves close to a student or group of students to support positive behavior and reduce distractions.
N-Proximity Control
I-a method that uses the individual's natural environment and daily routines to guide learning
I-Naturalistic Teaching
O-a process where new behaviors are learned through reinforcing successive approximations, or steps, towards a target behavior.
O-shaping
O-a set of strategies used to reduce the intensity and duration of challenging behaviors,
O-De-escalation Techniques
B-a planned period of time designed to provide a break from sensory overload and promote sensory regulation for individuals
B-Sensory Break
O-The activity of a living organism that is observable and measurable
O-Behavior
I-the process of establishing a positive relationship between a therapist and a child, making the therapist a reinforcing figure
I-Pairing
B-adding a desirable stimulus (a reward) immediately after a desired behavior, increasing the likelihood that the behavior will occur again in the future.
B-Positive reinforcement
B-a procedure used to decrease interfering behaviors, often those that are repetitive, stereotypical, or self-injurious
B-Response Interruption
I-a visual tool used for positive reinforcement and behavior modification.
I-Sticker Chart
G-a gradual reduction of prompts or assistance provided to a learner as they become more proficient at a skill or behavior
G-Fading
N-a technique used to guide an individual away from an undesirable behavior and towards a more appropriate one
N-Redirection
B-any event or stimulus that happens before a behavior and can trigger or influence it.
B-Antecedent
G-a technique where a learner practices a targeted behavior or skill, often through role-playing or simulated interactions, to prepare for using it in real-life situations
G-Behavior Rehearsal
G- removing a stimulus to increase/
strengthen a behavior.
G-Negative Reinforcement
G- It's a federal law primarily designed to protect the privacy and security of health information
G-HIPAA
O-a method used to try and reinforce
(increase) the frequency of a target behavior
O-Token Economy
N-the repetition of words, phrases, or entire conversations, often verbatim, from sources like movies, TV shows, books
N-Scripting
O-A behavior you want to replace an
unwanted target behavior
O-Replacement Behavior:
G-a teaching technique where a learner observes a video of someone demonstrating a desired behavior or skill, and then attempts to imitate i
G-Video Modeling
B-form of assistance that you add in order to achieve
a desired response or behavior that is not occurring.
B-Prompt
I-anything that is added or removed after a
behavior that decreases it, makes it less likely to happen
again.
I-Punishment