Behaviorism and the Classroom


According to the video “Use a Learning Theory: Behaviorism” (2012), behaviorism is based on the idea that behavior can be controlled or modified based on consequences of a behavior. Instructional strategies and technology tools can help students’’ behavior on a positive note. Using strategies that explore student positive and negative reinforcement allow for student growth. Many of these different strategies can also be found using technology. For example, Class Dojo is a technology behavior tool that many teachers use as a behavior chart. It can track students positively and negatively allowing them to earn and take away points. According to the infographic, I posted on Twitter, stimulus relationships are the best types of classroom relationships to have. Class Dojo creates a stimulus, engaging environment.

The behaviorist approach allows students to become empowered learners by leveraging technology to take an active role in achieving their learning goals (ISTE, 2016). I use many behaviorist approaches in my classroom. According to the article, I posted, “How Will I Apply Behaviorist Philosophy in the Classroom,” complimenting good behavior, supporting praise with evidence, utilizing negative reinforcements, and apply unpleased consequences when necessary is a good way to utilize the behaviorist approach in the classroom (Media, 2017). I promote and model good citizenship and responsibility in the classroom when I show good rapport and respect to my students, and to our global classmates when we video chat, blog together, and post stories to one another (ISTE, 2008). Next year I plan to implement Class Dojo to incorporate more of a technology piece to a student-centered approach to behavior.

Behaviorism can be applied when talking about the Genius Hour as students are given a chance to become innovative designers by taking ahold of their behavior and creating what they are passionate about. The Genius Hour gives students a chance to show case what they are passionate about, impact their community, and construct. This time also engages the students to a point that their behavior does not get in the way. The Hour of Code, on the other hand, gives the students an opportunity to fully immerse themselves into a coding program that allows them to grasp the designs of their favorite games or pieces of technology. This also engages the students to a place where their behavior does not get in the way.



International Society for Technology in Education (ISTE). (2016). Standards for students. Retrieved from

International Society for Technology in Education (ISTE). (2008). Standards for students. Retrieved from

Learning for the 21st Century! (2012). Use a learning theory: Behaviorism Retrieved from

Infographic. Retrieved February 3, 2017, from

Media, D. (2017). How will I apply Behaviorist philosophy in the classroom? Retrieved February 6, 2017, from SeattlePi,


Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )


Connecting to %s