Tokens are given after the expected behavior, and then they are exchanged for something of value. The tokens themselves should not have value. As a teacher, you will need to decide what behaviors will be reinforced. Decide if you are focusing on one expectation-following behavior or all of them. Also, decide if you are giving tokens out every time the expectation-following behavior happens or intermittently.
Examples of types of tokens: You can also be creative when choosing your tokens!
Tickets
Poker Chips
Tallys
Stickers
Points
Once you have chosen your tokens, you need to decide what your students are going to earn with those tokens. Because every student's likes and dislikes vary, offering options for reinforcers can help ensure that every student will be motivated to earn them. There are three groups of reinforcers that students can earn from: social, tangible, and activity (Simonsen & Myers, 2014).
Social:
Lunch with a friend or staff from another classroom
Helping you with classroom errands
Break with a friend
Tangible:
Small toys from a classroom toy bin
Pens, pencils, erasers, notebooks, or other school supplies
Activity:
Game in class
Computer time
Listening to music in class
Running errands for you like making copies!
It is not suggested that you use food as a backup reinforcer. It can be highly motivating, but regarding student health, it is not recommended.
Playing a Game With a Friend
Class Prize Bin
Once the tokens and backup reinforcers are chosen, you must develop the exchange system. Listed below are some key components of the exchange logistics. The token economy will need to be explicitly taught so all students know how it works.
Exchange Rate: What each token "costs." Or how many tokens will it take to earn the backup reinforcer.
When the exchange will happen.
Where the exchange will happen.
How often the exchange will happen.