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Known Rewards 1
The Effects of Using Mystery Vs. Known Rewards in Interdependent Group Contingencies to
Emily A. Barrie
Introduction
environment and the new expectations of the classroom as their school career begins. Students
environments, and different levels of educational experience. Some students have been in
structured daycare and preschool environments from a few weeks old, while for others
kindergarten is their first experience being away from home. Within the school setting,
kindergarten students have to learn a variety of expectations for the different settings (such as the
classroom, lunchroom, playground, and hallways) they encounter during their school day. This
new environment provides many opportunities for stimulation and distraction, both
remember the classroom rules, follow multi-step directions, sit for extended periods of time,
focus their attention on instruction, work independently to complete assigned tasks, and
transition between activities with independence. Because of the wide range of new
and for the appropriate behaviors to be reinforced consistently. Early childhood students who
engage in disruptive and challenging behaviors may have academic struggles throughout their
school career due to missed learning opportunities, may have trouble being accepted by their
peers, and frequently continue to engage in these disruptive behaviors throughout the school
Group contingencies can be used to reinforce the behavior of a group contingent on the
behavior of one individual (independent), a small group (dependent), or the entire group
(interdependent). Group contingencies foster positive behaviors for the entire class and decrease
Running Head: Effects of Using Mystery vs. Known Rewards 3
the need for the use of individual contingencies (Ling & Barnett, 2013). Cooper, Heron, &
Howard (2007) explain that independent group contingencies present a contingency to all the
members of the group, but only the individuals who meet the predetermined criterion are
provided with reinforcement. Dependent group contingencies allow for the entire group to earn
contingencies require the entire group to meet the criterion before earning a reward.
effective methods for increasing appropriate classroom behavior, as well as decreasing disruptive
behavior in elementary classrooms (Ennis, Blair, & George, 2016). Payne, Dozier, Briggs, and
Newquist (2017) found that no specific type of group contingency was more effective than
another; however, interdependent group contingencies have been found to be time and cost-
makes them especially practical for schools with limited resources (Collins, Hawkins, Flowers,
Kalra, Richard, & Haas, 2018). When using interdependent group contingencies, teachers are
able to reward the entire class at one time, instead of using instructional time to pass out
individual reinforcers as each student earns them. Reinforcers can be free or inexpensive items
such as extra recess time, stickers, and homework passes. Interdependent group contingencies
have a lot of flexibility and can be adapted and changed to focus on different behaviors, to
include alternative procedures, reinforcers, and to target different students receiving the
intervention based on the situation and the students’ needs. Research has shown that
interdependent group contingencies, such as the Good Behavior Game (and variations of the
Intervention System. (Collins, et al., 2018; Groves & Austin, 2017; Wright & McCurdy, 2011;
Flower, McKenna, Bunuan, Muething, & Vega, 2014). With an interdependent group
contingency in place, teachers are able to focus more time on academic instruction as behavior
teamwork, positive peer pressure, and increase positive interactions between peers (Theodore,
Although there are many advantages to interdependent group contingencies, there are
also some drawbacks to their implementation. Not all students may not find the available
reinforcers motivating which may cause them to interfere with or sabotage the contingency
(Collins, et al., 2018). Students who are disruptive or cause the group to lose the reinforcer may
be looked at negatively by their peers (Wright & McCurdy, 2011). Students who consistently
exhibit good behavior and find the group contingency motivating may find it frustrating or
upsetting if a student who was not following expectations is still able to earn a reward due to the
Studies have found there are ways to offset some of these disadvantages of group
contingencies. Collins, et al. (2018) conducted a study to determine if the interdependent group
contingency of Behavior Bingo would reduce the disruptive behavior and increase academic
engagement in students with EBD in a high school classroom. The study found that randomizing
the criteria, reinforcers, target behaviors, target students and providing opportunities for student
choice can contribute to the success of an interdependent group contingency. When components
of the contingency are randomized, students are not made aware of which target behavior is
being observed, which students have to display the target behavior, or what reinforcer they are
working towards. This helps to decrease sabotage by students who do not care for specific
Running Head: Effects of Using Mystery vs. Known Rewards 5
components the teacher has chosen. Murphy, Theodore, Aloiso, Alric-Edwards, and Hughes
(2007) conducted a study on the use of mystery rewards and group contingencies with
preschoolers. The results of the study showed the combined use of the interdependent group
contingency and the mystery rewards with the preschool students decreased the disruptive
classroom behavior. They found mystery rewards can be successful due to increased anticipation
and curiosity in learning which reinforcer they will earn. Pokorski, Barton, and Ledford (2019)
examined the use of known versus mystery rewards to determine if the children knowing what
reward they were earning made a significant effect on their rate of social skill acquisition. They
determined both the known and mystery rewards were equally successful in increasing social
interactions for the targeted children. Donaldson, Matter, and Wiskow (2018) reviewed research
on the Good Behavior Game (an interdependent group contingency) and discussed that due to the
many components to the Good Behavior Game, teachers can find it difficult to implement while
teaching a lesson. One potential strategy to aid teachers is to train students to conduct
components of the game such as rewarding points, reviewing expectations and delivering
reinforcers. The authors conducted a study to demonstrate the use of student-led Good Behavior
Games in kindergarten classrooms. The results of the study showed disruptive behavior was
decreased in all classrooms across all phases. Teacher preference for who led the game varied
Group contingencies have been found to be effective behavior change methods for groups
of individuals but limited research has been done with groups of young children (Payne, Dozier,
Briggs, & Newquist, 2017). Limitations of previous studies have been that they have not been
conducted in actual early childhood classrooms, they have ben conducted in settings without a
full class of students, and that a researcher was the individual implementing and conducting
Running Head: Effects of Using Mystery vs. Known Rewards 6
sessions rather than the classroom teacher. The purpose of this study is to determine the effects
of a group contingency on kindergarten students’ on-task behavior with the use of a mystery
reinforcer versus using a known reinforcer. The study will focus on increasing current research
showing the effectiveness of a group contingency in early childhood with the classroom teacher
implementing the contingency, as well as determining if mystery reinforcers are more motivating
Method
Participants
The research participants will be kindergarten students between five and six years old.
The students have been selected to participate in the intervention based on their high levels of
off-task and disruptive behaviors during ELA center time in comparison to students in other
kindergarten classrooms at the same school. This classroom has 18 students in total: seven girls
and 11 boys. There are three Latino students, four Black students, and 11 White students. Two
students are currently identified as Developmentally Delayed. These students are receiving ESE
services in a pull-out classroom for 60 minutes during the day. Seven students are in the MTSS
process receiving Tier II academic intervention, two students are in the MTSS process receiving
a behavioral intervention, and four students receive speech and language services.
Setting
urban Title I school. The general education classroom teacher has agreed to implement the
intervention procedures during English/Language Arts (ELA) center time due to a high level of
off-task and disruptive behaviors occurring during this portion of the day. The classroom has a
total of 18 students; however, two students are pulled out for ESE services for the first 30
Running Head: Effects of Using Mystery vs. Known Rewards 7
minutes of the ELA block. The classroom is a large square shaped room with five student tables
and a teacher small group table. There are six student computers located along one wall of the
classroom. Center work is differentiated based on students’ academic levels and the activities
vary daily; however, routines and expectations remain consistent. Students are expected to stay
in their assigned areas and complete their work within the allotted amount of time. The duration
of ELA center time is generally about 60 minutes. Students are divided into groups of six during
this 60 minute center block, based on their academic proficiency: one group meeting with the
teacher, one group on computers working on assigned lessons, and one group working
independently on center work at their assigned table spot. A visual timer is displayed on the
Smartboard and set for 20 minute increments. After 20 minutes, the timer rings and the students
clean up their area and rotate to the next center. They are permitted to complete an additional
Materials
Materials will include a visual timer projected on the SmartBoard, a timer for the
observer(s), CHAMPS expectation visual cards, and a laminated poster with visuals of
appropriate “on-task” behaviors. Picture directions cards will be displayed in a small pocket
chart on each student table with specific directions for each center. Two social stories will be
created by the researcher to explain the importance of on-task behavior during center time and to
provide specific examples of what those behaviors should look like. The books will contain the
same information; however, they will be color coded and will include a review of which
question mark (mystery reinforcer) and pictures of pre-selected reinforcers will also be created.
The researcher will create a box decorated in gift wrap and question marks for the mystery
Running Head: Effects of Using Mystery vs. Known Rewards 8
reinforcer picture cards. A magnetic tens-frame with 10 color coded magnets and student pre-
Experimental Design
The experimental design will be an alternating treatment design (ATD). It will include
three conditions: baseline, treatment comparison, and follow-up. During the treatment
comparison condition, two treatments (A and B) will be rapidly alternated. The treatment phase
will be designed: ABABBAABABAAB. This design will allow for two different experimental
conditions to be used within the same group of students (Kennedy, 2007). The strengths of this
design are that the treatment does not need to be withdrawn and the treatment conditions are able
Procedure
The experiment will be conducted in the kindergarten classroom for 60 minute sessions
five days a week. The kindergarten students will be given a preference assessment to determine
the types of reinforcers the group is interested in. The researcher will ask the group of
kindergartners to brainstorm items and activities they would want to earn at school. The
researcher may need to guide the discussion to help students choose items that are appropriate
and able to be earned at school. The researcher will record student ideas on the whiteboard by
drawing a simple picture to represent the item and writing the label next to the picture. The
researcher will ask students to pick five items off of the class list and write them down on their
list. The researcher will choose frequently chosen items to include as reinforcers for the study.
Baseline sessions will be conducted on at least three separate days. The researcher will provide
the students with a brief 15 minute training to read the social stories and to explain the
reinforcement procedures. The researcher will also model a treatment condition: demonstrating
Running Head: Effects of Using Mystery vs. Known Rewards 9
appropriate on-task behavior, earning a token for on-task behavior, and how to earn a reward at
the end of the session. The independent variable that will be introduced during this study is an
interdependent group contingency of a token economy with the ability to earn either a known
reinforcer or a mystery reinforcer. The dependent variable of this study is student on-task
behavior during ELA center time. On-task behavior is operationally defined as being oriented
towards the teacher, the materials or task at hand; asking or answering (teacher or peer) questions
about the content, working with the appropriate materials; and compliance with all directions and
CHAMPS expectations.
Baseline
During the baseline condition, the teacher will give directions for center time as usual and then
dismiss the students to their centers one group at a time. A visual timer set for 20 minutes will
be projected on the screen to provide students a visual of how long they have to complete the
work at their current center. The teacher will start both the visual timer and timer that will be
used for PLACHECK after directing the last group to their center. The teacher’s timer will be
set for 10 minute intervals. After the 10 minute interval is finished, the teacher will conduct a
PLACHECK to count how many students are on-task at that moment. Baseline data will be
Intervention
The two treatment conditions (known and mystery reinforcer) will be rapidly alternated after
baseline is completed. The known reinforcer treatment sessions will be conducted like the
baseline. However, at the beginning of the session the teacher will read the social story with the
known reward and show the students a picture of the reward they can earn. The picture of the
reward available will be displayed in the front of the classroom. The reward will be selected
Running Head: Effects of Using Mystery vs. Known Rewards 10
randomly by the teacher. The teacher will then give the class the directions for the center time
activities and dismiss them to their centers one group at a time. At the end of the 10 minute
interval, the students will be able to earn a token if 80% of the class is displaying on-task
behavior. The class will have six opportunities to earn a token during the session, but only needs
to earn five tokens to receive the reward. At the end of the session, the students will receive the
reward if it is earned. If the class does not receive the reward, they will be reminded of the
reward, the expectations of the contingency, and be told they can try again tomorrow. The
mystery reinforcer condition will be identical to the known reinforcer condition with the
exception of the social story, the picture of the reinforcer will be a question mark so the students
will not know which reward they can earn, and a box decorated with question marks will contain
the picture of the mystery reward so it will remain out of view of the students until it is earned.
Data Collection
The students will be observed in their kindergarten classroom for 60 minute sessions
during the ELA center block. Frequency data will be collected during this study using
PLACHECK and a momentary time sampling data sheet to determine the percentage of intervals
the class was engaged in on task behavior. Intervals in which 80% or more of the students are
on-task will be scored positively and intervals with 79% or fewer of the students demonstrating
on-task behavior will be scored as negative. The percentage of intervals with students exhibiting
on task behavior will be calculated by dividing the number of sessions that were scored
positively by the total number of intervals observed, and that number will be multiplied by 100
to determine the percentage of on-task behavior for the session. This overall percentage for the
interval will be able to be compared between the baseline and the treatment conditions to
Running Head: Effects of Using Mystery vs. Known Rewards 11
determine if a mystery or a known reinforcer can increase on task behavior and if one
Inter-observer Agreement
Reliability data will be collected by the researcher and the BCBA supervisor. Data will
be collected for at least 30% of randomly selected sessions during the experiment. Data will be
collected across all conditions. The inter-observer agreement will be calculated using an interval
by interval IOA where the percentage will be calculated by dividing the number of intervals that
were scored in agreement by the total number of intervals available and multiplying by 100. The
Procedural Integrity
Procedural integrity will be measured for at least 30% of randomly selected sessions across
conditions via video. Using a checklist, elements that are correct or incorrect will be score using
a checklist. Behaviors specific to conditions (such as reading the correct story, providing the
token and the reward at the end of the session) and behaviors that occur across conditions
(session length, providing verbal praise) will be assessed. Procedural integrity will be scored by
dividing the number correct by the total number of correct and incorrect and multiplying 100.
Social Validity
Social validity will be measured in two ways: (a) the ratings of the intervention by the classroom
teacher at the conclusion of the study, and (b) the rating of the intervention by the kindergarten
students. The teacher will be given a rating scale regarding the effects of the study on the
students’ behavior and the results of the study. The students will be given a rating scale that will
be read to them. Students will color a picture of a “thumbs up” or a “thumbs down” for each
question read.
Running Head: Effects of Using Mystery vs. Known Rewards 12
References
Collins, T. A., Hawkins, R. O., Flowers, E. M., Kalra, H.D., Richard, J., & Haas, L. E. (2018).
Behavior bingo: The effects of a culturally relevant group contingency intervention for
Cooper, J. O., Heron, T. E., & Heward, W. L. (2007). Applied behavior analysis (2nd ed.). Upper
Donaldson, J. M., Matter, A. L., & Wiskow, K. M. (2018). Feasibility of and teacher preference
Ennis, C. R., Blair, K. S. C., & George, H. P. (2016). An evaluation of group contingency
18, 17–28.
Flower, A., McKenna, J. W., Bunuan, R. L., Muething, C. S., & Vega, R. (2014). Effects of the
Groves, E. A., & Austin, J. L. (2017). An evaluation of interdependent and independent group
contingencies during the good behavior game. Journal of Applied Behavior Analysis,
50(3), 552-566.
Education, Inc.
Running Head: Effects of Using Mystery vs. Known Rewards 13
Ling, S. M., & Barnett, D. W. (2013). Increasing preschool student engagement during group
Murphy, K. A., Theodore, L. A., Aloiso, D., Alric-Edwards, J.M., & Hughes, T. L. (2007).
Payne, S., Dozier, C., Briggs, A., & Newquist, M. (2017). An analysis of group-oriented
Pokorski, E. A., Barton, E. E., & Ledford, J. R. (2019). Assessing the differential effects of
Theodore, L., Bray, M. A., & Kehle, T. J. (2004). A comparative study of group contingencies
Wright, R. A., & McCurdy, B. L. (2011). Class-wide positive behavior support and group