1. Follow directions quickly 2. Raise your hand for permission to speak. 3. Raise your hand for permission to leave your seat. 4. Make smart choices. 5. Respect your teacher, classmates, self and school.
********************************************************************************************************************************************** Give Me Five- used as a transitional system/to get students attention for directions.
Classroom management system-Our classroom has individual and team rewards and a behavior management program for consequences.
Rewards Pirate Coins- These are given to a student any time they are seen behaving correctly, for example standing in line quietly, walking in the hallway, helping a neighbor in class, etc. Once they have earned 10 coins they may cash them in for something out of our treasure chest.
Classroom Marble Jar- This is a whole class reward system where they can earn marbles to be put into the marble jar. When I feel the class as a whole has been behaving very well, working well together, following directions, helping one another out, etc. I will add a marble to the jar. Once specific numbers of marbles are earned they will earn class rewards. Some rewards may be:
20 marbles: candy treat
40 marbles: treasure chest
60 marbles: 5 minutes of extra recess
80 marbles: special snack
100 marbles: lunch in the room
Character Counts- Our school is a great supporter of the Character Counts program which promotes the practice of good character traits in school and the community. Students are able to earn positive office referrals and visit the principal for a job well done. A note is sent home and they receive an ice cream token to use in the cafeteria. This can be earned from any teacher in the building.
Behavior Cards
This system encourages a student to practice good school behavior throughout the day. They start every day on a blue card. If they break a class rule they must flip to the next colored card-green. Blue and green are both considered having a “good” day. If they break a class rule again they will flip to yellow which means to stop the behavior immediately because they are out of warnings. They also sit and give up 5 minutes of their recess. The final flip takes them to red. They sit out 10 minutes of recess. Both yellow and red have notes home in their agendas. If the student does not stop misbehaving after going to red, they will be sent to the principal’s office.
*Please note that any physical contact put on another student is an automatic red and they can also be sent to the principal.
Once you flip a card, you can not go back to the original color.
Each day, the student’s card color will be put in their agenda so you will know how their day was.
Whole class incentive to fill their marble jar and earn rewards.