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It is based on the idea that there are no bad children, just good and bad behaviors. Practitioners of positive discipline believe that good behavior can be taught and reinforced while weaning bad behaviors without hurting the child verbally or physically. People engaging in positive discipline believe that they are not ignoring problems but ...
After analyzing the learning rates of 7,000 children and adults using instructional software or playing educational games, the researchers could find no evidence that some students were ...
Instead, a child's behavior is shaped by "democratic interaction" and by deepening parent-child communication. The reasoning behind it is that while punitive measures may stop the problem behavior in the short term, by themselves they do not provide a learning opportunity that allows children the autonomy to change their own behavior. [47]
The added benefit of this approach is its portrayal of how small patterns of changes in behavior in terms of principles and mechanisms over time can produce substantial changes in development. [163] Current research in behavior analysis attempts to extend the patterns learned in childhood and to determine their impact on adult development.
The Australian Association for Infant Mental Health has published a position statement in which the use of time-out is considered inappropriate for children under three years of age, and "needs to be carefully considered in relation to the individual child’s experience and needs" for children past this age. [30]
Positive behavior interventions and supports (PBIS) is a set of ideas and tools used in schools to improve students' behavior.PBIS uses evidence and data-based programs, practices, and strategies to frame behavioral improvement relating to student growth in academic performance, safety, behavior, and establishing and maintaining positive school culture.
The Good Behavior Game (GBG) is a "classroom-level approach to behavior management" [26] that was originally used in 1969 by Barrish, Saunders, and Wolf. The Game entails the class earning access to a reward or losing a reward, given that all members of the class engage in some type of behavior (or did not exceed a certain amount of undesired ...
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