School & Classroom

Instructions, feedback, and reinforcement in reducing activity levels in the classroom.

Schulman et al. (1979) · Journal of applied behavior analysis 1979
★ The Verdict

Audible activity feedback plus tiny edible rewards still calms hyperactive kids in classrooms.

✓ Read this if BCBAs serving hyperactive students in special-ed classrooms.
✗ Skip if Clinicians working on increasing motor skills or with adult populations.

01Research in Context

01

What this study did

Teachers clipped a small box to each child's belt. The box clicked faster when the child moved more.

Kids earned candy or toy tokens every time their clicks stayed under a set limit. The researchers flipped the rule on and off four times to be sure the clicks and tokens were the real cause.

02

What they found

Eight of eleven children cut their moving around by at least one-fifth while the clicks and rewards were active. When rewards stopped, movement shot back up. The clicks alone did little until the candy joined in.

03

How this fits with other research

Wilder et al. (2020) ran the same two-step recipe—sound first, then add edibles—to stop toe walking in kids with autism. Their squeakers matched the 1979 clicks, showing the pair keeps working across decades.

Feldman et al. (1999) later handed the click button to the students themselves. Self-operated beeps also calmed disruptive behavior, proving the cue works even when kids run it.

Patel et al. (2019) flipped the coin: they used tokens to raise, not lower, activity in preschoolers. Tokens can dial movement up or down depending on what you reward.

04

Why it matters

If you have a hyperactive client in a special-ed room, tape a cheap step counter to the waistband and set it to beep when steps exceed a limit. Pair the beep with immediate skittles or stickers. Run a quick reversal to prove control, then thin the rewards. The 1979 gear is now a phone app, but the rule still holds: sound plus small edible equals calmer bodies.

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→ Action — try this Monday

Set a silent vibration cue on the child's smartwatch to trigger when step count tops 60 per minute; deliver one mini-marshmallow each time the child stays under for five straight minutes.

02At a glance

Intervention
token economy
Design
reversal abab
Sample size
11
Population
mixed clinical
Finding
positive
Magnitude
large

03Original abstract

The biomotometer, an electronic device which simultaneously measures motor activity and provides auditory feedback, was used in combination with material reinforcers in an experiment to reduce children's activity level in a classroom setting. Subjects were nine boys and two girls, aged 9--13, from a day hospital program for emotionally disturbed children. After five baseline trials, each child had five contingent reinforcement trials in which he/she received feedback "beeps" from the biomotometer and was given toy or candy rewards after each trial in which activity fell at least 20% below mean baseline level. Then five noncontingent reinforcement trials were run in which children received rewards for wearing the apparatus without the feedback attachment. Results indicated that the intervention "package," including instructions, feedback, and contingent reinforcement, was successful in all five trials for 8 of 11 children. Activity levels increased during the final noncontingent phase.

Journal of applied behavior analysis, 1979 · doi:10.1901/jaba.1979.12-441