Social Token Economy
Operant Conditioning is geared towards increasing “correct behaviors” through reinforcement. Skinner’s idea of a Token Economy focuses on shaping positive (correct) behaviors through immediate positive reinforcement.
Through the aim of operant conditioning we have created an innovative Token Economy, which includes a piece that will create and maintaining a positive social culture while shaping behaviors. The idea for this Token Economy stemmed from our journey to answer the following series of questions: How are behaviors modified? What problems are presented with current Token Economies? and what can we do to improve the effectiveness of Token Economies? We found that positive reinforcements do shape behavior but Token Economies tend to create a negative social culture when some are reinforced more than others. Often times subjects deem the dispensing of Tokens as “unfair”. This belief results in fiction in relationships between the subjects in the Token Economy.
Skinner believed that humans solely respond to environmental stimuli. An environment must promote desired behaviors to increase the likelihood of those behaviors to occur. We have merged the ideas of operant conditioning through a token economy with positive peer pressure to create The Social Token Economy.
In the Social Token Economy, which we refer to as ST Eco, the “Master Shaper” shares shaping responsibilities with the “Shapees” (Example: In a classroom the “master shaper” is the teacher and the “shapees” are the students). As in regular token economy the shaper gives tokens to the shapees for displays of desired behaviors. For each observed/recognized desired behavior the shaper gives the shapee 3 tokens (2 Master tokens and 1 transfer token). Than the shapee keeps the 2 master tokens and gives the transfer token to another shapee, after observing a desired behavior. This cycle continues as the Master shaper distributes tokens and shapees transfer tokens. The master shaper continues to observe desired behaviors and shapees’ recognition of desired behaviors. At the end of a session (block, day, week) the master shaper will match shapees transfer tokens (if those behaviors were observed). Students can trade master tokens and transfer tokens for reinforcers (rewards). In addition to individuals trading tokens for reinforcers, the whole group will have a goal to reach with their accumulation of match tokens. (Example: In a classroom of 3rd graders- When every shapee receives at least 15 tokens (match tokens), the group receives a popcorn party). This group goal helps shapees to rally together to practice and display desired (correct) behaviors.
The Social Token Economy’s objective is for all shapees to learn correct behaviors by positive reinforcements, examples of correct behaviors, and positive peer influence while creating positive social relationships. Shapees in this Economy will learn correct behaviors (as defined by the institution) and value others display of correct behaviors.
Operant Conditioning is geared towards increasing “correct behaviors” through reinforcement. Skinner’s idea of a Token Economy focuses on shaping positive (correct) behaviors through immediate positive reinforcement.
Through the aim of operant conditioning we have created an innovative Token Economy, which includes a piece that will create and maintaining a positive social culture while shaping behaviors. The idea for this Token Economy stemmed from our journey to answer the following series of questions: How are behaviors modified? What problems are presented with current Token Economies? and what can we do to improve the effectiveness of Token Economies? We found that positive reinforcements do shape behavior but Token Economies tend to create a negative social culture when some are reinforced more than others. Often times subjects deem the dispensing of Tokens as “unfair”. This belief results in fiction in relationships between the subjects in the Token Economy.
Skinner believed that humans solely respond to environmental stimuli. An environment must promote desired behaviors to increase the likelihood of those behaviors to occur. We have merged the ideas of operant conditioning through a token economy with positive peer pressure to create The Social Token Economy.
In the Social Token Economy, which we refer to as ST Eco, the “Master Shaper” shares shaping responsibilities with the “Shapees” (Example: In a classroom the “master shaper” is the teacher and the “shapees” are the students). As in regular token economy the shaper gives tokens to the shapees for displays of desired behaviors. For each observed/recognized desired behavior the shaper gives the shapee 3 tokens (2 Master tokens and 1 transfer token). Than the shapee keeps the 2 master tokens and gives the transfer token to another shapee, after observing a desired behavior. This cycle continues as the Master shaper distributes tokens and shapees transfer tokens. The master shaper continues to observe desired behaviors and shapees’ recognition of desired behaviors. At the end of a session (block, day, week) the master shaper will match shapees transfer tokens (if those behaviors were observed). Students can trade master tokens and transfer tokens for reinforcers (rewards). In addition to individuals trading tokens for reinforcers, the whole group will have a goal to reach with their accumulation of match tokens. (Example: In a classroom of 3rd graders- When every shapee receives at least 15 tokens (match tokens), the group receives a popcorn party). This group goal helps shapees to rally together to practice and display desired (correct) behaviors.
The Social Token Economy’s objective is for all shapees to learn correct behaviors by positive reinforcements, examples of correct behaviors, and positive peer influence while creating positive social relationships. Shapees in this Economy will learn correct behaviors (as defined by the institution) and value others display of correct behaviors.
Diagram
Key
Master Shaper= M
Shapee = S
Master Token= White
Transfer Token = Green
Match Token= Orange
Master Shaper= M
Shapee = S
Master Token= White
Transfer Token = Green
Match Token= Orange