PSY 420 Week 5 Social Learning and Behavior Change Programs Example

Reviewed by Queenie Halstead, MA · University of Phoenix · Updated

This PSY 420 Week 5 example moves from one child to a whole classroom, showing how social learning principles and group contingencies can be combined into a behavior change program that is practical, measurable and ethical. University of Phoenix PSY 420 closes with social learning and the design of behavior change programs, and the final PSY/420 paper asks psychology students to explain modeling and vicarious reinforcement, compare individual and group contingencies, plan data collection and address ethical safeguards. The sample completes the composite student teacher's semester in a Mesa fourth-grade classroom. It applies Bandura's account of social learning, the first classroom trial of a team-based game for reducing disruption and a long-term follow-up that traced the game's effects into young adulthood to design, run and evaluate a program for the whole class.

CoursePSY 420 Theories of Behavior (PSY/420)
Week5
Paper typeBehavior change program paper
Lengthabout 1,011 words, 4 double-spaced pages plus title page and references
FormatAPA 7 student paper
SchoolUniversity of Phoenix
ProgramBS in Psychology
UpdatedOctober 2026

Free sample paper for PSY 420 Week 5

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Teams, Points and Peer Models: Social Learning and a Classwide Behavior Change Program

[Student Name]

University of Phoenix

PSY/420: Theories of Behavior

Week 5 Assignment

[Instructor Name]

[Date]

The student teacher, children, classroom and data are composites written for a model paper; research findings come from the sources listed.

What this part is doingThe title lists the three ingredients of the classwide program.
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Earlier weeks focused on Jamal's individual behaviors. By midsemester, Ms. Ortega noticed that several other students also called out and wandered during writing, and that the class as a whole lost minutes of instruction each day. This final paper designs a classwide program combining social learning principles and group contingencies, then reviews its results and ethics.

Social Learning in the Classroom

Bandura (1977) argued that most human behavior is learned by observing others and the consequences they receive, not only through direct reinforcement. Learners attend to models, remember what they see, reproduce it when able and are motivated by expected outcomes. Vicarious reinforcement, seeing others rewarded, increases the likelihood of imitation, and people also regulate their own behavior by setting standards and rewarding themselves.

In Ms. Ortega's room, students watch one another constantly. When classmates who call out get immediate responses, others learn that calling out works. A program that makes hand raising and staying on task visibly successful for peers should change what students learn by watching.

The Program Design

Target behaviors are defined as calling out without being called on and leaving one's seat without permission, the same definitions used for Jamal. During a two-week baseline, Ms. Ortega counted both behaviors for the whole class during three discussion periods and three writing periods per week. The class averaged forty-two combined incidents per period.

The intervention is a version of the Good Behavior Game. The class of twenty-six is divided into three mixed teams. During game periods, each incident earns the team a mark on the board. Every team with five or fewer marks at the end of the period earns a privilege, such as five minutes of a favorite class activity, choosing music during cleanup or a sticker for the team chart. All teams can win; teams do not compete against each other.

What this part is doingMaking every team able to win avoids the rivalry that can turn peers against one another.
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Evidence for the Game

Barrish et al. (1969) introduced the game in a fourth-grade classroom with frequent out-of-seat and talking-out behavior. The class was split into two teams, and rule violations during math and then reading periods led to marks, with privileges for teams below a criterion. Using a multiple-baseline design across the two periods, the researchers showed that disruptive behavior dropped sharply in each period only when the game was introduced there, demonstrating that the game produced the change.

Kellam et al. (2008) followed students in Baltimore who had been randomly assigned by classroom in first and second grade to the Good Behavior Game or to standard practice. By young adulthood, males who had played the game, especially those who had been highly aggressive in first grade, showed lower rates of drug and alcohol use disorders, regular smoking, antisocial personality disorder and violent and criminal behavior. The findings suggest that a simple classroom program can have effects far beyond the school year.

A mark on the board for calling out cost Jamal's team a privilege; a hand raised and praised in front of his team became the behavior worth copying.

Social Learning Within Teams

The game uses modeling in several ways. Team members who raise hands and stay seated model those behaviors for teammates. When a team earns its privilege, the whole class sees good behavior rewarded, vicarious reinforcement. Peers also provide prompts and praise: Jamal's teammates began whispering "hand" when he started to call out and cheering when the team won, turning peers into sources of reinforcement for the desired behavior.

Results

During four weeks of the game, combined incidents fell from an average of forty-two per period at baseline to eleven. Jamal's own call-outs fell from about ten per discussion period to two or three, and his out-of-seat behavior during writing, already improving under his individual plan, stayed low. A brief return to baseline conditions for two days, agreed on with the cooperating teacher, saw incidents rise to thirty, and they fell again when the game resumed, strengthening confidence that the game caused the change. A graph with baseline, game, reversal and game phases shows the pattern clearly.

What this part is doingDescribing a reversal phase shows how a classroom program can still demonstrate cause and effect.
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Treatment Integrity

A program works only if it is carried out as planned. Ms. Ortega used a short checklist each period: rules stated at the start, marks recorded within seconds of each incident, privileges delivered the same day. On days the cooperating teacher ran the game, Ms. Ortega observed and checked the list, and fidelity stayed above ninety percent.

Ethical Safeguards

Group contingencies carry risks. Peers may blame or pressure a student whose behavior costs the team. Ms. Ortega set rules: no one may criticize a teammate for a mark, teams are rebalanced every two weeks so no group is always disadvantaged and any student who finds the game distressing can talk with her privately. The privileges are small and positive; no team loses existing class time. Parents received a letter describing the program. Jamal's individual plan continued alongside the game, so he was not left to carry his team.

Maintenance and Generalization

Gains should last when the program ends. Ms. Ortega plans to thin the game gradually, first raising the mark threshold, then playing on random days and finally replacing it with occasional class celebrations. Teaching students to monitor their own hand raising with a simple tally supports self-regulation, the part of social learning theory that keeps behavior going without external rewards.

Reflection on the Course

Across the semester, the course's ideas built on one another: the history of behaviorism suggested looking at the environment rather than a label, conditioning principles explained how behaviors are learned and maintained, schedules and punishment research shaped the home plan, functional assessment revealed what Jamal's seat-leaving achieved and social learning turned the whole class into models for one another.

Conclusion

A classwide team game, grounded in social learning theory and supported by a classic classroom study and a long-term follow-up, cut disruption sharply in Ms. Ortega's room and helped Jamal without singling him out. Defined behaviors, baseline data, a reversal phase, ethical safeguards and a plan for fading make it a complete behavior change program.

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References

Bandura, A. (1977). Social learning theory. Prentice Hall.

Barrish, H. H., Saunders, M., & Wolf, M. M. (1969). Good behavior game: Effects of individual contingencies for group consequences on disruptive behavior in a classroom. Journal of Applied Behavior Analysis, 2(2), 119-124. https://doi.org/10.1901/jaba.1969.2-119

Kellam, S. G., Brown, C. H., Poduska, J. M., Ialongo, N. S., Wang, W., Toyinbo, P., Petras, H., Ford, C., Windham, A., & Wilcox, H. C. (2008). Effects of a universal classroom behavior management program in first and second grades on young adult behavioral, psychiatric, and social outcomes. Drug and Alcohol Dependence, 95(Suppl. 1), S5-S28. https://doi.org/10.1016/j.drugalcdep.2008.01.004

What the PSY 420 Week 5 instructions ask

The closing PSY 420 assignment usually combines social learning theory with the design of a behavior change program. Students commonly explain observational learning, modeling and vicarious reinforcement, describe how token economies, contingency contracts or group contingencies work and design a program with a defined target behavior, baseline measurement, intervention, data collection, criteria for success and ethical safeguards. Some versions ask students to evaluate a published program or to reflect on what they learned across the course. Specify behaviors in observable terms, justify each component with principles and research and include a plan for graphing and reviewing data. Support the design with readings and applied studies in APA format.

How this PSY 420 Week 5 example is built

Our worked paper describes how Ms. Ortega, with her cooperating teacher, introduces a team-based game during discussion and writing periods: the class is split into three teams, each team can lose points for call-outs and out-of-seat behavior and teams under a set number of points earn a short privilege. Social learning theory explains why students imitate peers who are visibly rewarded and why Jamal's team members encourage his hand raising. The first classroom trial of the game showed sharp drops in disruption. A long-term follow-up of first graders exposed to the game found lower rates of later problems such as drug use. Baseline and intervention data are graphed, and ethical risks of group pressure are addressed.

PSY 420 Week 5 grading rubric: where the points go

Behavior change program papers are evaluated on clear design, sound use of principles and careful measurement. Instructors look for target behaviors to be operationally defined, for baseline data to be collected before intervention, for each component to be justified by learning principles and for a graph or table to show results across phases. Credit goes to addressing ethics, such as avoiding humiliation in group contingencies, to plans for maintenance and generalization and to a closing reflection that ties together the course. APA formatting and a labeled graph of every phase are expected. Strong papers also recognize that classwide programs reduce the need to single out one child.

PSY 420 Week 5 help: mistakes to avoid

A common weakness is a program that describes rewards in detail but omits baseline measurement, which makes it impossible to tell whether the intervention worked. Another is a vague target, such as "better behavior," that cannot be counted. Students also overlook ethical risks in group contingencies, such as peers blaming one child for a team's loss, or forget to plan how gains will last when the program ends. Some papers describe social learning theory without showing how modeling operates in the program. Define the behavior, measure before and during, justify each component and plan for fading and fairness. Write the fading plan before you start. A tutor can help you graph baseline and intervention phases clearly.

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PSY 420 Week 5 questions, answered

What does PSY 420 Week 5 usually cover?

It usually covers social learning theory, group contingencies, token systems and the design and evaluation of behavior change programs.

Where can I find a free PSY 420 Week 5 sample paper?

The PSY 420 Week 5 paper on a classwide team game and social learning is above, free.

What is a group contingency?

An arrangement in which a consequence for a group depends on the behavior of its members, individually or as a whole.

What is the Good Behavior Game?

A classroom program in which teams earn privileges for keeping rule violations below a set level.

Why collect baseline data?

Baseline shows how often a behavior occurs before intervention, so changes can be attributed to the program.

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