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G.4 . Identify procedures to establish and use conditioned reinforcers

A conditioned reinforcer is a stimulus that, at first, is not reinforcing, but through association with a primary reinforcer (such as food or rest), becomes something the child values. This can be used effectively to motivate desired behaviors. Below is an explanation of how to do this using two useful tools: contingency contracts and token economies.


A contingency contract is an agreement that establishes clear conditions for a child to receive a reward by meeting specific expectations. This method promotes the development of desired behaviors both at home and in the classroom.



An effective contract should include:

  • Target behavior: What you want the child to do (specific, measurable, achievable, relevant, and time-bound – SMART).

  • Expectations: Clear requirements the child must meet.

  • Reinforcer: The reward the child will receive upon meeting the expectations.


Example:

  • Target behavior: Achieve a score of 8 or higher in all subjects.

  • Expectations: Score at least 8 on each exam and turn in all assignments on time.

  • Reinforcer: An extra hour of video game time on the weekend.


Reward:

A reward is a stimulus that increases the likelihood that the target behavior will be repeated. In the example above, the reward is an extra hour of video game time, which may motivate the student to work harder to achieve good grades.


Task Log:

A task log can help document progress and ensure the contingency contract is followed. Using a planner or calendar to track grades and completed assignments can help maintain motivation and track progress toward the goal.


 

Token Economy

A token economy is a system where children earn tokens by performing desired behaviors and can later exchange these tokens for rewards. This system helps maintain motivation, as tokens accumulate like points to obtain something bigger.


Components of a Token Economy:

  1. Target behaviors: Clear actions you want the children to perform, such as completing tasks or following instructions.

  2. Tokens or points: Units the child earns, which can be exchanged for a reward.

  3. Backup reinforcers: Rewards children obtain by trading their tokens. Examples include playtime, prizes, or special activities.


Examples of Use at Home or in School:

  • In the classroom: You can use tokens to promote participation, task completion, or appropriate behavior.

  • At home: Tokens can encourage responsibility, like making the bed or completing chores.


Tokens as Conditioned Reinforcers:

Tokens are conditioned reinforcers that children can accumulate to obtain backup reinforcers. Examples include preferred activities or prizes that can be exchanged for the collected tokens.


Generalized Conditioned Reinforcers:

Generalized conditioned reinforcers are those that are not dependent on a specific motivational state, as they are associated with a broad range of reinforcers, such as money. This allows the child to seek them consistently, as they have multiple uses.


Level System:

A token economy system can also include a level system where participants move up or down in a hierarchy based on their performance. This provides a more structured way to reinforce the achievement of desired behaviors.


Advantages and Disadvantages of Token Economies:

Advantages:

  • Effective in promoting desired behaviors.

  • Flexible and easy to implement in various situations.

Disadvantages:

  • Can be costly, as it requires tokens or points.

  • It may be challenging to find appealing backup reinforcers for all participants.

  • It can be difficult to gradually fade the system, as some children may become dependent on tokens for motivation.


Using conditioned reinforcers, such as contingency contracts and token economies, is an effective strategy to promote desired behaviors both at home and in the classroom. However, it is crucial that the goals are clear and specific, the rewards are attractive, and the system is managed fairly and equitably.

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