A token system for a class of underachieving hyperactive children.
Using a BAB design, a token system requiring cooperative interaction was used to change the reading and vocabulary performance of an 18-member class of third-grade hyperactive boys. Four different colored tokens, which could be exchanged for 15 minutes of play on electrovideo games, were earned by successful completion of two tasks that involved learning to read and to use new vocabulary words in sentences, and two tasks in which the student served as a proctor to a student who had not yet completed those tasks. The mean number of tasks completed during the intervention periods rose to over nine times the number completed during reversal. Additionally, the average completion rate for the school district's standardized weekly reading level examinations rose from four to eight fold during the token conditions. All 18 students responded to the token program by increasing their academic performance.
D000987:Antisocial Personality Disorder / Q000534:rehabilitation; D001289:Attention Deficit Disorder with Hyperactivity / Q000534:rehabilitation*; D001521:Behavior Therapy / Q000379:methods*; D002648:Child; D004410:Dyslexia / Q000534:rehabilitation; D006801:Humans; D008297:Male; D012917:Social Adjustment; D014040:Token Economy; D014477:Underachievement