School & Classroom

Effects of contextual competence on social initiations.

Breen et al. (1991) · Journal of applied behavior analysis 1991
★ The Verdict

Pre-train students with disabilities on game rules to increase peer social initiations during play.

✓ Read this if BCBAs working with late-elementary students in public school classrooms
✗ Skip if Clinicians serving only adults or home-based ABA teams without group game time

01Research in Context

01

What this study did

Six late-elementary students with mixed disabilities joined computer game sessions. First they got 20-minute lessons on four games until each could play alone. Then they played either the trained games or new untrained games while researchers counted how often they started talking to peers.

The team used an alternating-treatments design. One day a student played a game they already knew. Another day they played a brand-new game. Staff never told kids to talk; they just watched who spoke first.

02

What they found

Five of the six students made more social initiations during the games they had been taught. The same five also said they liked the trained games just as much or more than the untrained ones.

Knowing the rules first seemed to free up brain space for chatting. When kids did not have to figure out how to play, they could focus on their friends.

03

How this fits with other research

Osnes et al. (1986) used real peer conversation snippets to teach social language. Both studies show that BST in grade-school classrooms boosts student initiations. The 1991 paper swaps taped conversations for computer games but keeps the same positive pattern.

Raghavendra et al. (2018) moved the idea online. They taught rural teens with disabilities how to use social media, not computer games. Both studies train tech competence first, then watch social contacts grow. The 2018 work extends the 1991 finding from the classroom to the internet.

Davison et al. (1984) looks like a mismatch at first. Adults with IDD learned social-vocational skills through a board game, but the skills did not stick in their real workshop. The 1991 study shows stronger carry-over because the game and the social setting were the same place — the classroom computer corner.

04

Why it matters

You can raise peer talk without adding extra social-skills drills. Just pre-teach the game you plan to use in free time. Run a quick modeling-practice-feedback loop on the computer or tablet until the learner can play solo. Then step back and let the natural social moments happen. Track who starts conversations and watch the numbers climb.

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Pick one computer game for free-time, model-play-praise until the learner wins alone, then count how often they start talking to peers.

02At a glance

Intervention
behavioral skills training
Design
alternating treatments
Sample size
6
Population
mixed clinical
Finding
positive

03Original abstract

The frequency of social initiations and satisfaction with interactions in three dyads, each consisting of 1 student with disabilities and 1 nondisabled peer, were assessed under two alternating conditions: Condition 1 assessed the interactions around a set of four trained computer games, and Condition 2 assessed interactions when students were playing a set of four untrained computer games. Training was conducted with a multiple baseline design across participants and was followed by social interaction probes using an alternating treatments design. The results indicated greater frequencies of social initiation by 5 of 6 participants, higher degrees of game satisfaction by all participants, and equal or higher degrees of peer satisfaction by 5 of 6 participants when playing trained games in comparison to untrained games.

Journal of applied behavior analysis, 1991 · doi:10.1901/jaba.1991.24-337