Products Info

The Online Professional Development Program consists of Diagnostic Tools, Quality Checks, and the 75 Learning Experiences that educators do online and then practice in their instructional settings.

Options

Descriptions & Catalog

Options

Pick & Choose Options

These learning experiences are part of the Total Program. They are divided into smaller groupings so educators have options to invest in just those products of most interest to them. You can learn more about these learning experiences by going to the Descriptions & Catalog section below. Individual learning experiences are priced at $10.00 each.

  1. Invest in individual learning experiences based on which ones catch your eye.

Want to evaluate your current practices using learning-oriented criteria and make improvements using individual learning experiences?

  1. Use the Free Self-Review and then invest in the Diagnostic Tools.
  2. Invest in and use the Diagnostic Tools, follow the directions in the explanations, and invest in the learning experiences you identity.
  3. Invest in and use the Quality Checks and invest in the learning experiences you identify.

Want to learn a new Instructional Design Process that increases learning and decreases behavior problems at the same time?

  1. To increase learning, work on the Instructional Design Process by doing the green learning experiences and enough of the others to feel competent and confident: 3, 5, 7, to work on the design elements separately; 10, to learn the six-step design process; 12, 14, 16, to learn the simpler designs; 29, to learn what you’ve accomplished in terms of behavior management; 45, 52, 55, 62, 65, 70, to try different take-off points for designing your learning experiences.
  2. To fine-tune your designs, work on passing the Quality Checks for Practice, Feedback, and Models by doing learning experiences 19, 22, and 26.

Want to learn to use tried and true Rapport Techniques for behavior management purposes that build rapport so students want to use learning behavior?

  1. To improve the environment, learn to use the 10 Environment Props by doing these learning experiences: 2, 11, 20, 21, 46-51.
  2. To improve student participation, learn to use the 14 Lesson Props by doing these learning experiences: 30-43.
  3. To improve how you deal with behaviors that are interfering with the learning process, learn to use the 17 Thoughtful Umpiring Techniques by doing these learning experiences: 4, 6, 13-15, 23-25, 56-61, 66-69.
  4. To improve how you talk with students about changing behavioral patterns that interfere with the learning process, learn the 6 Purposeful Talks by doing these learning experiences: 8, 17, 27, 53, 63, 71, 72.
  5. To fine-tune your use of any of the above techniques, work on passing the Quality Checks for Rapport by doing learning experience 73.

Total Program Options

Want to learn how to put learning first in your classroom?

  1. Invest in all 75 individual learning experiences at $10.00 each on a pay-as-you-go basis. Click on the green titles of the learning experiences if you choose this option.
  2. Invest in all the individual sets of learning experiences on a pay-as-you-go basis for a better buy. Learning experiences are reduced to $7.00 each, so you save $225.00 overall. Click on the red titles of the learning sets if you choose this option.
  3. Invest in the total program on a one-time basis for the best buy. Learning experiences are reduced to $5.00 each, so you save $375.00 overall. Click on the blue Total Program title at the end of the descriptions if you choose this option.

Doing all the learning experiences in the order listed in the descriptions below is recommended for the following reasons:

  1. The easiest, least time-consuming, or lowest-risk skills are learned first so educators gain confidence before tackling increasingly more difficult, time-consuming, or higher-risk skills
  2. Instructional and behavioral management skills are interspersed to maximize the likelihood that the new instructional design process takes hold and increases learning because the behavioral problems that interfere with learning are also being reduced.

Descriptions & Catalog

Brief descriptions of all the products are provided below. Clicking on any of the colored titles of these products will take you to the Catalog which contains additional information and allows you to shop online. Use the Contact Info link if you want to pay by check or money order. You can either scroll through the list below to find products of interest to you or click on any colored title to get to the catalog and then use the search tool to find specific items by name. Click on Group Licensing in the catalog if you want information about this option.

Evaluation Instruments

Free Self Review

The Free Self-Review contains 15 learning-oriented and research-based measures that characterize learning-friendly instructional programs and environments. It is available from the Home page and you do not have to register for it. Please use the Contact Info link to give us your feedback.

Diagnostic Tools

How learning-friendly are your instructional programs and environments? The five tools in this package will help you find out where and what improvements are needed so that educators can avoid making the five biggest mistakes.

Quality Checks

How many learning-oriented quality checks are being passed in your instructional settings? The quality checks for practice, models, feedback, and rapport will help you find out.

 

Learning Experiences

Set 1: Getting Started

You will get baseline measurements and learn to make quick decisions about the effectiveness of instructional programs from the point of view of Learning First.

1. Success Measures

You will learn to make quick decisions about the effectiveness of instructional activities from the point of view of Learning First.

2. Fun Acceptance

You will learn to be fun-accepting in ways that are much less demanding and time-consuming than trying to be funny or entertaining.

3. Practice Challenges

You will learn to help students practice what you want them to learn without having to tell them over and over what you want them to do.

4. Ignore

You will learn when to ignore behaviors so using this technique is much less likely to back-fire on you.

5. Feedback Devices

You will learn to help students meet the criteria you think are important without having to tell them over and over what they need to do to improve.

6. Signal

You will learn when to use signal (e.g., thumb-down, thumb-up) so it is much more likely to stop the behavior or promote one you want.

7. Models

You will learn to help students start and keep moving in the direction you want them to go without having to tell them what you want them to do.

8. Event Talk

You will learn a more effective way to help students talk about their feelings so there are fewer negative reactions.

9. Summary Guide

You will learn an easy way to remember all the key points of all the skills you learned in Set 1.

Set 2: Moving Ahead

Practice using the design process to develop three types of Learning First learning experiences and experimenting with four more high-gain/low-risk rapport techniques.

10. Design Process

You will learn the six elements of the design process by evaluating Learning First learning experiences.

11. Rules

You will learn to consistently enforce non-negotiable rules so you can be more flexible with other problem behaviors.

12. Activity Designs

You will learn to design your own Learning First learning experiences by starting with activities that include physical movement.

13. Closeness & Touch

You will learn when to use closeness & touch (if permitted) so it has a calming rather than upsetting effect.

14. Skill Designs

You will learn to design your own Learning First learning experiences by focusing on skills that involve some physical movement.

15. Interest

You will learn when to show interest in what students find interesting so it enhances learning.

16. Writing Designs

You will learn to design your own Learning First learning experiences so they help students stay engaged in your writing challenges by adding some physical movement.

17. Sales Talk

You will learn a more effective way of helping students change behaviors by promoting acceptable behaviors without relying on praise.

18. Summary Guide

You will learn an easy way to remember the key points of the skills in Sets 1 and 2.

Set 3: Fine-Tuning

Practice using the Quality Checks for Practice, Feedback, and Models to improve the design of your learning experiences and experimenting with six more high-gain/low-risk rapport techniques.

19. Checks for Practice

You will learn an easy way to assess and fine-tune your practice ideas so your students learn what you want them to learn.

20. Routines

You will learn a quick way to use routines so they provide a comfortable yet controlled environment.

21. Things & Spaces

You will learn a quick way to use things & spaces so they sustain involvement rather than contribute to lack of participation.

22. Checks for Feedback

You will learn an easy way to assess and fine-tune your feedback criteria so your students are guided toward success.

23. Surprise

You will learn when to use surprise so it helps your students control rather than lose control of their impulsive reactions.

24. Humor

You will learn when to use humor so your students quickly return to rather than move further away from learning.

25. Instruct

You will learn when to use instruct so it helps your students become independent learners.

26. Checks for Models

You will learn an easy way to assess and fine-tune your models so your students quickly begin working toward success.

27. Fairness Talk

You will learn a more effective way of helping students change behaviors by pointing out inconsistencies between what they say they value and their behaviors.

28. Summary Guide

You will learn to remember the essential points from Sets 1-3 by using the guide to develop, fine-tune, and carry out your learning experiences.

Set 4: Taking Stock

Practice evaluating your learning experiences to see how the design process builds in fourteen additional high-gain/low-risk rapport techniques and also try using them in your classroom.

29. Designs & Rapport

You will learn how the Learning First design process builds in fourteen rapport techniques so you seldom have to use them.

30. Impulse Outlets

You will learn to provide students with acceptable ways to expend energy so they don't disrupt your learning experiences.

31. Frustration Reducers

You will learn to provide students with acceptable ways to avoid or reduce frustration so they find enjoyment from learning.

32. Familiar & Strange Combos

You will learn to make it easier for students to learn things that are outside their comfort zones so you meet less resistance.

33. Individual Attention

You will learn to make it easier for individual students to participate when they have negative reactions that are beyond their control.

34. Group Attention

You will learn to make it easier for groups of students to maintain cohesion and morale so they gain the educational benefits you have in mind.

35. Simple & Complex Combos

You will learn to make it easier for your students to try demanding challenges so you meet less resistance.

36. Depersonalized Controls

You will learn to help students control their own behaviors in indirect ways by reducing their opportunities to target you as the source of their troubles.

37. Protective Timing

You will learn to use “satisfaction peaks” as your guide for when to stop, interrupt, or abandon instructional activities with the least amount of fall-out.

38. Transition Time

You will learn to avoid problems that arise simply because students don’t have enough time to refocus when expectations change.

39. Preventive Interference

You will learn to quickly secure and maintain participation so students do not give in to temptations or frustrations.

40. Satisfaction Images

You will learn to help students remember their learning “highs” so they are better able to use them as resources in the future.

41. Interest-Contagion

You will learn to tap into and intensify student interests that are pro-learning so the positive reactions spread to other students.

42. New Experience Challenges

You will learn to help students build internal controls by gaining competence and confidence.

43. Plan & Evaluate Challenges

You will learn to help students take responsibility for their learning and hold themselves accountable for their actions.

44. Summary Guide

You will learn to use a management guide to help you quickly assess the problem and identify which skill from Sets 1-4 to try first.

Set 5: Zeroing In

Practice designing learning experiences that help students grasp general and subject-specific concepts and experimenting with seven high-gain/moderate-risk rapport techniques.

45. Designs from Concepts

You will learn to zero in on generic concepts so your students are more likely to grasp them during your learning experiences.

46. Good Will

You will learn to use good will so your students sense that you like or respect them without having to be inauthentic or permissive.

47. Protection

You will learn to use protection so your students can count on feeling both physically and psychologically safe in your classroom.

48. Flexibility

You will learn several ways to increase your flexibility so you have more time to help students learn.

49. Individual Leeway

You will learn to provide individual leeway so students can blow off steam without bringing your instructional activities to a halt.

50. Group Security

You will learn to help students gain security from their peers so the groups do not undermine your instructional goals.

51. Acceptance & Expectation

You will learn to be accepting of a wide variety of behavioral expressions while expecting students to change those behaviors that interfere with learning.

52. Designs from Subjects

You will learn to zero in on subject-specific concepts so your students are more likely to grasp them during your learning experiences.

53. Reality Talk

You will learn a more effective way to help students change troublesome behaviors that are primarily due to their misunderstanding of external reality factors.

54. Summary Guide

You will learn to remember the essential points from Sets 1-5 by using the guide when you are experimenting with Learning First.

Set 6: Winding Down

Practice designing concept-oriented learning experiences from learning goals and theories and experimenting with seven more high-gain/moderate-risk rapport techniques.

55. Designs from Goals

You will learn to use learning goals as your take-off point when designing learning experiences to help your students grasp concepts.

56. Interpret

You will learn when to offer your interpretation of why some problem behavior developed to help students think differently about their behaviors.

57. Regroup

You will learn when to make changes in groups to avoid the negative effects of group dynamics so you don't have to use more extreme measures.

58. Restructure

You will learn when to make changes in your instructional activities so the restructuring doesn't create problems.

59. Appeal

You will learn when to directly appeal to students for a change in behavior so you get a positive response.

60. Limit

You will learn when to limit the use of things and spaces so it doesn’t back-fire.

61. Permit & Forbid

You will learn when to allow and stop behaviors so you get a positive response.

62. Designs from Theories

You will learn to use theories as your take-off point when designing learning experiences to help your students grasp concepts.

63. Idea Talk

You will learn a more effective way to help students change troublesome behaviors that are primarily due to their misinterpretation of facts.

64. Summary Guide

You will learn to remember the essential points from Sets 1-6 by using the guide when experimenting with Learning First.

Set 7: Wrapping Up

Practice designing two more types of learning experiences, experimenting with the five high-gain/high-risk rapport techniques, and using the Quality Checks for Rapport.

65. Vision-Designs

You will learn to use vision statements as your take-off point when designing learning experiences.

66. Promise & Reward

You will learn when to use promise & reward so it doesn’t encourage students to find enjoyment from rewards rather than from learning itself.

67. Threat & Punish

You will learn when to use threat & punish so it helps students channel their energy toward controlling their behavior rather than resisting your efforts.

68. Bounce

You will learn when to remove students from scenes of conflict and provide them with a safe haven so all students calm down and get back to learning.

69. Hold

You will learn when to restrain students (if permitted) and how to talk to them so they are less likely to harm themselves, others, or property.

70. High-Impact Designs

You will learn to develop learning experiences that take place over an extended period of time and help students build internal controls.

71. Facts Talk

You will learn a more effective way to help students change troublesome behaviors that are primarily due to their distrust of authority figures.

72. Extreme Measures

You will learn three techniques to try only when your Talks are not working with a particular student but they are working with other students.

73. Checks for Rapport

You will learn an easy way to assess and fine-tune your use of the rapport techniques so your students are able to manage their own behaviors most of the time.

74. Summary Guide

You will learn to remember the essential points from Sets 1-7 by using the guide when experimenting with Learning First.

75. Troubleshooting Guide

You will learn to avoid causing "trouble" yourself and/or making it worse when students are the "troublemakers."

Total Program

You will have permanent access to all 75 online learning experiences on your computer with this option.



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