School & Classroom

A token system for a class of underachieving hyperactive children.

Robinson et al. (1981) · Journal of applied behavior analysis 1981
★ The Verdict

A class-wide token economy with recess game backup can multiply academic work and double reading scores for hyperactive third-graders.

✓ Read this if BCBAs helping elementary teachers manage hyperactive students in general-ed classrooms.
✗ Skip if Clinicians working with adults or kids outside school settings.

01Research in Context

01

What this study did

The researchers worked with 18 hyperactive third-grade boys who were behind in reading.

They set up a cooperative token system. Kids earned points for finishing reading and vocabulary tasks.

Points bought game time at recess. The class had to meet a group goal before anyone could cash in.

02

What they found

When tokens were on, the boys finished more than nine times the work.

Reading test scores doubled.

When tokens stopped, work dropped. When tokens came back, work soared again.

03

How this fits with other research

Burgess et al. (1971) and Phillips (1968) used tokens earlier with pre-delinquent boys in group homes. They focused on chores and punctuality, not schoolwork. W et al. moved the same idea into a classroom and aimed it at academics.

Cihon et al. (2019) later tested a flexible token rule for kids with autism. They kept the exchange number secret so kids would keep talking. The 1981 study used a fixed, class-wide goal instead. Both worked, but for different skills and ages.

Hangen et al. (2023) warns that tokens alone can be weak. They found primary reinforcers beat tokens in a lab. W et al. avoided this pitfall by tying tokens to highly loved recess games, not just praise.

04

Why it matters

You can run this system tomorrow. Pick one subject, set a clear class goal, and let tokens buy a favorite activity. Track work output each day. If you see the same jump, keep going and fade points slowly.

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→ Action — try this Monday

Post a group token chart, hand out points for every finished worksheet, and let the class trade points for five extra minutes of kickball at recess.

02At a glance

Intervention
token economy
Design
reversal abab
Sample size
18
Population
adhd
Finding
strongly positive
Magnitude
very large

03Original abstract

Using a BAB design, a token system requiring cooperative interaction was used to change the reading and vocabulary performance of an 18-member class of third-grade hyperactive boys. Four different colored tokens, which could be exchanged for 15 minutes of play on electrovideo games, were earned by successful completion of two tasks that involved learning to read and to use new vocabulary words in sentences, and two tasks in which the student served as a proctor to a student who had not yet completed those tasks. The mean number of tasks completed during the intervention periods rose to over nine times the number completed during reversal. Additionally, the average completion rate for the school district's standardized weekly reading level examinations rose from four to eight fold during the token conditions. All 18 students responded to the token program by increasing their academic performance.

Journal of applied behavior analysis, 1981 · doi:10.1901/jaba.1981.14-307