Behavior

 Behavior refers to the actions, reactions, or conduct of an individual. It can be observable or internal, and it is influenced by various factors such as environment, emotions, and thoughts.

The main four main functions of behavior are S.E.A.T

Sensory- Behaviors that are performed to gain sensory input or stimulation, such as rocking back and forth, tapping or clicking, or repeatedly touching objects. These behaviors can be a form of self-stimulation or self-soothing.

Escape- Behaviors that are performed to escape or avoid a situation or activity that is perceived as unpleasant, uncomfortable, or  undesirable. It's important to remember that this can include escaping a task that you are unable to do, such as schoolwork. For example, a student may engage in disruptive behavior to avoid doing their classwork or a student consistently complains of feeling unwell to avoid going to school and instead stay at home.

Attention- These behaviors are performed in order to receive social interaction or attention from others, and can be either positive or negative attention. The update term or way of thinking is "connection seeking" rather than attention seeking. For example, a child who frequently interrupts their parents' conversation to gain attention by talking loudly or tugging on their sleeves.

Tangibles-Behaviors that are performed to gain access to tangible items or preferred activities. For example, a child throws a tantrum in a store to obtain a desired toy or treat from their parent.

Reinforcement refers to the process of strengthening a behavior by providing a consequence immediately after the behavior occurs. It increases the likelihood of the behavior happening again in the future.

-Positive reinforcement: It involves adding a desirable stimulus to increase the occurrence of a behavior. For example, giving a student praise or a sticker for completing their homework.

-Negative reinforcement: It involves removing an aversive stimulus to increase the occurrence of a behavior. For example, allowing a student to take a break from a difficult task after they have completed a certain amount of work.

Examples of AT that supports behavior:

-Visual schedules: they provide a visual representation of tasks or activities in a sequential order, helping individuals understand and follow routines. They can reduce anxiety and increase independence. https://howtoaba.com/teach-visual-schedules/



-Timers: These can help manage transitions between activities by giving a clear visual or auditory signal when it's time to switch tasks, which can be especially helpful for individuals who struggle with time perception. https://www.timetimer.com/pages/time-timer-in-special-needs 



-Social stories apps: These apps provide customizable stories that teach social cues, appropriate behaviors, and responses. They can be used to prepare for new or challenging social situations. https://www.commonsense.org/education/lists/classroom-management-apps-and-websites



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