Page 376 - The Creative Training Idea Book Inspired Tips and Techniques for Engaging and Effective Learning
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                                     Learners need to recognize the item you are giving as a reward as having positive
                                     value. Examples of such rewards include candy, stickers, toys, food, prizes, or gifts.
                                     The dollar value is irrelevant because each learner places importance and desir-
                                     ability on his or her own experience and need. Some people treasure small toys
                                     or mementos whereas others other crave larger, more expensive gifts.
                                   • Predictable
                                     Predictability is a second criterion for determining if something is a reward. For
                                     example, you announce that you will use small prizes, such as candy, cookies, or
                                     other incentives as a reward for group accomplishment following activities.

                                        Behavioral researchers have developed the following schedules for reinforc-
                                     ing behavior.
                                   • Continuous reinforcement
                                     This schedule for giving rewards provides a learner an incentive or prize each time
                                     an action is taken, behavior improves, or the person meets established criteria
                                     (e.g., following each correct response volunteered).
                                   • Intermittent reinforcement
                                     When a predetermined ratio or time schedule is met and a reward is provided,
                                     learners are being intermittently compensated (e.g., at the end of each activity or
                                     on the hour).
                                   • Fixed ratio reinforcement
                                     You might provide a reward at specified intervals or at a fixed time (e.g., after
                                     someone answers five questions correctly, he or she receives a reward).
                                   • Variable ratio reinforcement
                                     When learners are rewarded based on group average, or an average number of
                                     responses, they are receiving variable reinforcement (e.g., if the average test score
                                     is 80, then everyone scoring 80 or higher on a test would be rewarded).
                                   • Fixed interval reinforcement
                                     When you spread rewards out over a uniform time period, you are using a fixed
                                     pattern of reinforcement (e.g., rewards are given at the beginning of each break
                                     and lunch period).
                                   • Variable interval reinforcement
                                     There may be times when you want to give rewards at unannounced or unpre-
                                     dictable times (e.g., you arbitrarily decide to give everyone on a learner’s team a
                                     reward because each group member offered ideas during a discussion or returned
                                     from break on time).
                                   • Purposeful
                                     Your purpose for giving or taking away something is the third criterion used to
                                     determine if something you give qualifies as a reward. If your goal in providing or
                                     withdrawing something is to change participants’ behavior or to influence them
                                     to be more motivated, then it is a reward.
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