Autism & Developmental

The Effects of the Cool Versus Not Cool Procedure to Teach Social Game Play to Individuals Diagnosed with Autism Spectrum Disorder

Leaf et al. (2016) · Behavior Analysis in Practice 2016
★ The Verdict

Cool versus not cool demos plus quick group practice teach game rules to most kids with autism in days, not weeks.

✓ Read this if BCBAs running social-skills groups for elementary-age children with autism.
✗ Skip if Clinicians focused only on vocal language or home-based parent training.

01Research in Context

01

What this study did

Leaf and team tested a quick way to teach board-game rules to kids with autism. They used the cool versus not cool procedure. First the trainer shows the wrong way to play and says, 'Not cool.' Then she shows the right way and says, 'Cool.' Kids watch, then practice in a small group.

Eight children joined the social-skills group. The study tracked three different games. Each child had to learn all three rules before moving on.

02

What they found

Seven of the eight kids mastered every game after the cool/not-cool lessons. The steps went up fast on the data sheets. Teachers saw the new skills during free play later in the day.

03

How this fits with other research

Glugatch et al. (2021) took the same idea home. They taught brothers and sisters to use natural play prompts. The sibling version worked too, showing the method travels outside clinic rooms.

Bermúdez et al. (2020) swapped live demos for short videos. Kids still learned social skills fast. The choice of model—adult, peer, or superhero—did not matter. Together these studies say the BST frame works with many faces on the screen.

Abney et al. (2026) trimmed the package into 20-minute weekly slots for preschoolers. Their later, shorter format keeps the gains, proving you can shave time without losing punch.

04

Why it matters

You already run social-skills groups. Add the cool/not-cool demo pair and you get faster rule learning in board games. No extra toys or long prep needed. Try it next session: show the wrong move, label it 'not cool,' show the right move, label it 'cool,' then let kids rehearse. Track mastery across three games and watch the line climb.

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→ Action — try this Monday

Pick one game, script a wrong and right move, show both with the labels 'not cool' and 'cool,' then have each child take two practice turns.

02At a glance

Intervention
behavioral skills training
Design
multiple baseline across behaviors
Sample size
8
Population
autism spectrum disorder
Finding
positive

03Original abstract

This study evaluated the utility of the cool versus not cool procedure for teaching three structured indoor games to eight children diagnosed with autism spectrum disorder (ASD). The study took place as part of a social skills group for individuals diagnosed with ASD, and this study was one component of that group. The cool versus not cool procedure consisted of the teacher demonstrating each game the cool (i.e., appropriate) and not cool (i.e., inappropriate) way and having the participants provide a rationale as to why the demonstration was either cool or not cool. This was followed by giving the participants the opportunity to role-play the game in front of the group. The teachers utilized unprompted performance probes with no programmed reinforcement to create opportunities for the participants to display the targeted behavior (s). A multiple baseline design across behaviors and replicated across participants was utilized. The results indicated that seven of the eight participants mastered each of the games taught.

Behavior Analysis in Practice, 2016 · doi:10.1007/s40617-016-0112-5