Ases Positive Behaviour Plan

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TRIGGER TRIGGER EVENT OR SITUATION TRIGGER

ENVIRONMENT - Where? Who is there? What has been said? - Persons current state: illness or medication SENSORY

4. PURPOSE OF
BEHAVIOUR
To gain attention To escape from attention To engage in a preferred activity To escape from a task For physical pleasure To escape physical pain (sensory overload)

1.

DIFFICULT BEHAVIOUR Describe specifically

3.
EVENTS THAT OCCUR AFTER A BEHAVIOUR. Consequence CONSEQUENCES Was it positive to the child? Or Was it negative to the child? What have you tried? Successful

Not Successful

CRISTINA ISAAC www.autismspectrumeducation.com 2013

7.
DESIRABLE BEHAVIOUR (What do you want the child TO do)

6.

Write strategies to achieve desirable behaviour

5. SKILL TO IMPROVE
Independence skill Or Communication skill ENCOURAGE DESIRABLE BEHAVIOUR
Visual Supports: Schedules Step by step instructions Social story Behaviour Scripts Power cards 5 point scale Rules stated in positive Rewards Apps OTHER
Modify work Modelling: Try again Organisation Computer Physical environment Etc.

REWARDS & MOTIVATORS


Special interest Token System Enthusiastic & specific Praise

DESIRABLE BEHAVIOUR Provide a Positive Consequence

TOKEN SYSTEM
Do not take away tokens as a negative consequence. Choose something else.

DIFFICULT BEHAVIOUR
Provide a Negative consequence. Child must know there are negative and positive consequences. If difficult behaviour continues after providing positives go back to Trigger and Purpose of behaviour to revise and modify plan. Ask for input from others.

CRISTINA ISAAC www.autismspectrumeducation.com 2013

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