RBT Manual
RBT Manual
ASSESSMENT
In this chapter, we teach you about the various assessment methods used in ABA treatment
for people with autism spectrum disorder and how you, as a behavior technician, will help with
them. Evaluation may be less interesting than treatment, but it is equally essential. Without an
assessment, the team has no way of knowing what to address. The assessment provides a
starting point and roadmap to guide the treatment team in the right direction.
4.1 OBSERVABLE AND MEASURABLE DESCRIPTIONS OF BEHAVIOR AND
ENVIRONMENT
In Chapter 3, Measurement and Data Collection, we describe how to measure behavior.
However, before you can use any of those methods effectively, you need to know exactly what
behavior you are measuring, so you can be sure what constitutes a response and what does
not. Operational definitions are behavioral definitions that tell you what behaviors to observe
and exactly what individual occurrences should be recorded. Good operational definitions
should be:
Objectives. Operational definitions only include directly observable aspects of behavior (e.g.,
hitting), not unobservable internal states (e.g., frustration). Claras. Operational definitions
must be unambiguous. Anyone, without any prior knowledge of the behavior, should be able
to understand the definition. A good test is that a person who has never seen the behavior can
"act" according to the definition.
Complete. The definition includes all the information necessary for you to be able to
discriminate between the behavior and other behaviors that are similar but do not count.
Including specific examples and non-examples is often helpful.
Individualized . The particular forms of a behavior displayed by one individual will likely be
different from those of another. For example, Jimmy's aggression may include hitting and
kicking, while Sally's may include pinching and scratching.
Table 4.1 shows examples of operational definitions. The middle column has operational
definitions that are weaker and the right column has stronger definitions. See if you can
identify which of the weaker definitions is less objective, less clear, and/or less complete.
Table 4.1 Examples of stronger and weaker operational definitions. Try to identify how the weaker ones
are less objective, clear and/or complete
Behaviors Weaker definition Stronger definition
Huff Act showing frustration and Screaming or crying, lasting more than 3 s, with or
crying. without falling to the ground, excluding whining at or
below conversational volume
Assault Physical assault with intent to Hitting, kicking, biting or slapping.
harm.
Interactive game Have fun with others. Respond in a socially appropriate manner and on topic
in the context of the game, within 3 s of a peer making
a game initiation.
Functional Appropriate toy set. Interact with a toy in the manner intended by the
simulation game manufacturer. Examples include driving a truck,
making a doll eat, and pretending to drink tea in one
gulp. Examples do not include interacting with toys in
stereotypical or repetitive ways, such as flipping a
truck and spinning the wheels, repeatedly spinning a
doll in circles, or repeatedly looking at a cup of tea
from the corner of your eye.
It is often necessary to operationally define events that occur in the environment. For
example, when collecting functional assessment data (see below), you will record what
happens in the student's environment immediately before and after a challenging behavior
occurs. Definitions of environmental events must also be objective, clear and complete.
CHAPTER 5. SKILL ACQUISITION
Skills acquisition is the part of applied behavior analysis (ABA) treatment that focuses on
teaching and maintaining new skills to help the student function more independently and
productively in life. It is by far the most important thing you will do when working as a behavior
technician with students with autism spectrum disorder (ASD). Even when working with a
student who exhibits serious problem behavior, the most effective way to address that
behavior is not to focus on what the student should not do, but on what he or she should do.
Additionally, many people with ASD have deficiencies in basic communication skills, so they
learn to use challenging behaviors to get what they want or need. For all of these reasons,
focusing on teaching strong communication skills, independent living skills, social skills, and
leisure or play skills is the best way to prevent challenging behaviors and ensure that the
students you work with are functioning well. as independently as possible.
5.1 ESSENTIAL COMPONENTS OF A WRITTEN SKILLS ACQUISITION PLAN
A skill acquisition plan will teach a particular skill to the student you are working with. It is
important to follow the skill acquisition plan carefully and for all behavior technicians working
with that student to implement the plan with great consistency. The reason for this is that, if
the plan is not working, but is being implemented consistently, then the BCBA overseeing the
case will not be able to determine whether it is the plan that is ineffective or whether it is simply
failing due to a lack of management. treatment integrity with behavior technicians not
implementing it consistently. A good skills acquisition plan will include an objective, criteria for
mastery, how to teach the skill and necessary prompts , as well as stating the specific roles of those
working with the client. Any plan written by a BCBA or BABA-D should be ethical and socially valid,
without these things being explicitly stated. A plan may need to be modified, but the original plan
wouldn't include an entire back - up plan. However, the roles of the stakeholders are a very important
aspect to address . This table is a sample skill acquisition plan to teach various functions of
everyday objects, outlining the essential elements you can expect to find in most skill
acquisition plans.
5.1.1 Terminal Skill or Goal . Skill acquisition plans should specify the general objective to be
taught. For example, if the goal is to teach social imitation (i.e., a student spontaneously
imitating others within social contexts), individual-target responses, such as imitating clapping
and waving, may be smaller component skills in the path towards teaching the generalized
imitation repertoire. The plan may also describe the general purpose. For example, a plan
may attempt to achieve the goal of teaching functional simulation play with storytelling (Goal),
with the general rationale of improving the student's social play skills (purpose).
Purpose-oriented programming. Keep in mind where you are going when teaching a skill and
be careful not to get lost in the details - it's the big picture that really matters.
5.1.2 Teaching procedures. Skill acquisition plans should specify what teaching procedures
will be used for that plan. For example, using discrete trial teaching versus natural
environment teaching versus chaining. The various procedures you can use are described in
detail later in this chapter.
5.1.3 Materials. Skills acquisition plans will likely specify the particular teaching materials you
will need to run the program. For example, for a program to teach command (request,
demand) to a child with autism, you may need to have his or her favorite toys available. To
teach an adult with ASD how to make a sandwich, you may need to have bread, mayonnaise,
mustard, cheese, turkey, a plate, and a knife. To teach a child the names of objects, you may
need several examples of the objects you are teaching.
5.1.4 Preparation of the learning environment. Generally speaking, you should always
minimize distractions and have appropriate reinforcers available. If there are any particular
ways in which you need to prepare the environment, the skills acquisition plan should specify
them. For example, if you are teaching a child with autism to command (ask for) his or her
favorite food, you can place that food within sight but out of reach (for example, on the kitchen
counter or on a shelf). If you are teaching a teen to ask for help, you can set up a preferred
activity that is incomplete (e.g. e.g., a puzzle with a missing piece, an iPad with the passcode
enabled) to create an opportunity for her to ask for help.
Set the environment for success to avoid challenging behaviors:
• Place yourself between the student and the door to prevent a leak.
• Clean the table of foreign materials to avoid throwing materials
. Prepare materials before calling the student to avoid unnecessary waiting and resulting
behavioral problems.
5.1.5 Instruction. The skills acquisition plan should specify what instructions to deliver. For
example, when teaching a student with ASD to make reciprocal conversational statements, the
instruction may consist of the behavior technician asking, “Hey, what did you do yesterday?”
Or if you are teaching a child your phone number, the instruction might be, "What is your
phone number?" Or if you were teaching a child with autism receptive object labels (also
known as listening behavior) for clothing, the instruction might be, "Which shirt is it?"
5.1.6 Target response (TARGET RESPONSE). The skill acquisition plan will specify what
particular target response(s) it expects from the learner. For example, when teaching a child
with ASD categories, in response to the instruction “Tell me some animals,” a correct response
by the student could be “Horse, dog, cat,” or any other animal. Table 5.1 shows examples of
instructions and responses for a variety of different skill acquisition programs. It is important
that the skill acquisition plan clearly defines what counts and what does not count as a correct
response so that all behavior technicians on the team can implement the program consistently.
If you are not clear about what response you should look for from the student, ask the
supervising BCBA before running the program.
Use common sense. Be flexible with what you accept as a correct answer if the student is
demonstrating the skill, but in a slightly different way than you expect (for example, a child
identifies a label by either pointing to it or handing it to them).
There are four types of intermittent reinforcement schedules: fixed rate, variable rate, fixed
interval, and variable interval . The program determines which occurrences of the target
response will be followed by reinforcement. Reinforcement ratio schedules specify how a
target response is required before reinforcement is delivered. A fixed-ratio reinforcement (FR)
schedule is when a reinforcer is delivered after a set number of target responses. For
example, after every five correct answers during the DTT, the student gets a 1-minute break
(FR5). A variable ratio (VR) reinforcement schedule is when a reinforcer is delivered after an
average number of occurrences of the target response. For example, after one of five correct
answers in DTT, the student earns a 1-minute break (VR5). Sometimes the student may only
need to complete three correct answers, sometimes four, sometimes six, and sometimes
seven, but the overall average required to get a break is five.
Reinforcement schedules that specify the amount of time that must elapse after the last
reinforcer was given before the behavior can be reinforced again are called interval schedules.
A fixed interval (FI) reinforcement schedule is when a behavior is reinforced after a set "fixed"
amount of time since the last reinforcement was given. For example, a child may need a break
before they can ask for a break again (FI5). If you ask for a break before that, there is no
penalty, but you just don't get the break. In other words, the first time you ask for a break after
waiting at least 5 minutes after the last 5 minutes have passed since your last break, you get a
break again. A variable interval (VI) reinforcement schedule is when the first occurrence of a
target response is reinforced after an average period of time. For example, the number of
minutes the student would have to wait since their last break can change each time, from 3 to
7 minutes, but on average 5 minutes in total (VI5).
Average intermittent reinforcement: "Sometimes this works to get what I want, I'll try it!"
5.3.4 Tips for effective delivery of reinforcement immediately.
Immediate. You should give the student the reinforcer as quickly as possible after the
behavior you are trying to reinforce occurs (e.g., within 1 second, if possible).
Enthusiastic. Be sure to be optimistic and enthusiastic when using praise as reinforcement.
Quota. Make sure the student really needs to perform the behavior to get the reinforcer. If the
student can get the reinforcer for free without performing the behavior they are trying to
reinforce, then your reinforcement procedure will not work as well.
Large enough . Make sure the amount of reinforcer you are giving is large enough for the
reinforcer to be effective. For example, 30 seconds of a video game may not be long enough
to make the game fun and may not be an effective reinforcer, while a minute or 2 minutes may
be enough.
Specific. It's usually a good idea to name the behavior when you give reinforcement (e.g.,
"Look at him, he's got his shoes!").
Use expansions. When reinforcing verbal behavior, it is often a good idea to model
expansions of the verbal behavior you are reinforcing. For example, if you are giving the
student reinforcement for labeling a red dog as "red," you might say, "That's right, it's a red
dog" instead of simply saying, "That's right, it's red."
Maximize motivation operations. For a reinforcer to work best, the learner should not have
received much of it recently (see Section 5.4).
5.4 MOTIVATION OPERATIONS
Antecedents can have a powerful effect on consequences whether they are effective
reinforcers or not. For example, if you already had a full chocolate cake for breakfast,
chocolate cake probably won't be a powerful reinforcement after dinner that night.
Antecedents that affect the potency of reinforcers are called motivational operations.
Motivation operations are divided into two types: (1) establishment operations and (2) abolition
operations. Setting operations increases the potency of a reinforcer and temporarily evokes
behaviors that have been reinforced by that consequence in the past. For example, if an adult
with autism has not eaten in a few hours, food becomes a stronger reinforcer and he or she is
likely to ask for food or engage in other behaviors that elicited food in the past.
The most common type of setting operation is deprivation and simply means not having a
reinforcer for some time. The term deprivation sounds negative or unethical, but its technical
meaning in ABA is not. It is simply a name for what happens to most of us every day. Every
day when we wake up, we deprive ourselves of food because we haven't eaten for a long time.
Therefore, food is a strong reinforcer first thing in the morning for most people. Then, around
noon, food becomes a stronger reinforcer because you haven't eaten since breakfast
(assuming you haven't snacked in the meantime), so you're food deprived again. Deprivation
is not a negative thing, it is simply a name for the normal day-to-day and hour-to-hour changes
in potency that happen to reinforcers when we haven't had them for a while.
Of course, some antecedents do the opposite of establishing operations. Abolition operations
are antecedents that decrease the potency of a reinforcer and temporarily suppress the
behaviors that have earned that reinforcer in the past. For example, if a teenager with autism
has just drunk a large glass of water, water is no longer a powerful reinforcer at that point and
she is unlikely to ask for water. Later, if he has not had water again for a long time, then the
lack of water will be an establishing operation (water deprivation), which makes water a
powerful reinforcer again. Satiety is the term that refers to having recently had a reinforcer,
and therefore the reinforcer becomes less powerful. So if you want to make a reinforcer more
powerful (for example, for teaching), use deprivation, and if you want to make a reinforcer less
powerful (for example, to avoid challenging behavior to get that reinforcer), use satiation. .
Chapter 6, Behavior Reduction, describes in more detail how to use satiation to reduce
challenging behaviors with a procedure called noncontingent reinforcement.
Consider the student's recent history and how this may alter your teaching approach. Use
background modifications to set the student up for success (e.g., snack if very hungry, demand
to fade if sleep deprived, etc.).
5.5 DISCRETE TRIAL TRAINING (DTT)
DTT is among the best-researched and best-known treatment and education procedures for
teaching skills to students with ASD. DTT is a teaching method in which learning tests are
presented in rapid succession, with a clear beginning and end to each test. There are three
parts to a discrete test: (1) the instruction given by the technician, (2) the student's response,
and (3) the consequence given by the technician. Skills commonly taught through DTT include
matching, basic listener response (e.g., identifying object labels or following simple
instructions), motor and vocal imitation, language skills involving actions, features, functions,
cause, and effect, categories and academic skills, including letters, numbers, shapes and
colors.
The rationale for DTT is that students with AED often require a large number of learning
opportunities to master skills and DTT was developed to ensure as many learning
opportunities as possible.
The benefits of DTT are that it produces rapid learning, many learning opportunities can be
presented quickly because learning is teacher-directed, it helps people with AED learn
structured work expectations, and it is easy to train staff to implement it. Potential drawbacks
to discrete trial instruction include that it may teach rote responding if done poorly, that skills
learned may not generalize to the less structured natural environment, and that it does not
reinforce student spontaneity, per se.
General Features of Most DTT Skills Acquisition Programs:
The interaction between the behavioral technician and the student is divided into three
different units. The evidence consists of (1) the instruction given by the technician, (2)
the student's response, and (3) the consequence of the student's response, which is
immediately delivered by the behavior technician.
Teaching in DTT tends to be more structured. There is a predictable exchange
between the behavior technician and the student. This does not mean that teaching
must be robotic or rote, simply that there is a predictable structure.
The reinforcers used in DTT may not be related to the skills being taught. Any
reinforcer that is potent can be used in DTT, regardless of whether it is related in any
meaningful way to the skill being taught.
Prompts are used to help students respond correctly and then the prompts fade away.
Rehearsals are initiated by the behavior technician. The behavior technician who is
teaching the student with autism specifies when each test begins by capturing the
student's attention and presenting an instruction.
DTT tends to be fast paced. The behavior technician maximizes the number of
attempts made and minimizes the amount of time the student has to wait between
attempts.
Some people are not familiar with high-quality DTT and refer to all DTT as "drill and kill,"
meaning that DTT hurts a person's motivation to learn because it is repetitive and boring.
However, nowhere within discrete trial teaching protocols are behavior technicians instructed
to be boring, use an artificial tone of voice, provide repetitive and ineffective reinforcers, or use
meaningless teaching materials. Like everything else in ABA, DTT should be fun, upbeat, and
motivating for the student. For example, if you are teaching colors, you could present a test for
the student to sort toys into piles based on color and then give the student the toy they want
from one of the piles as reinforcement for that test.