annotated_alice wrote:
We did try various other charts, what we called our "star system" (earning paper stars that could be cashed in for money or rewards at the end of the week) etc. Each has only worked for a finite period of time for my guys, as the novelty dwindles so does their motivation to participate. So we move to something else. But I really like positive reinforcement in general, and it can be a really powerful tool for a parent!
The trick is, instead of replacing a reinforcer that is boring and unmotivating with another (that will become boring and unmotivating in time) is to add one without subtracting any.
So sometimes they get a marble that can be cashed in for money, another time they get a star on the chart and everybody goes for ice cream when the chart is full, another time they don't get anything but the praise, another time they get the big reward that they usually have to save up for, but it's just for a tiny thing. This will (according to behavioral scientist types) pretty much work forever, because satisfying curiousity is a grand motivator. The learner isn't so much motivated by the possibility of getting the reinforcer, but by the desire to find out what the next reinforcer will be.
Since they are human and thus very very clever, randomly choosing off the top of your head might eventually make them think there's a pattern to your choices (and you will probably develop one 'cause human beings do that) but if you have them roll two ten-sided dice to generate the results off a chart. ie: 1-20 is a marble, 20-40 is a star, 40-45 is video-game time, 100 is a jackpot out-for-ice cream or whatever, 23 (my favourite number) and you get to negotiate the reward for a single number and get that reward (you decide to assign 'choose tomorrow's dinner menu' to 14, and get to choose it this time, too.) Should work indefinately without messing with the system, 'cause they can use any roll of 23 to change rewards they've grown out of to ones they want.