Flight School

Flight School
Flight School 2

Wild Jack trashes the classroom.
What to do?
Everyone believes an effective classroom management system must have positive and negative consequences. The problem is that in a traditional classroom neither consequence works.

Show the following Google slide (link), or simply draw a box on the white board labeled Flight School.

 

Ms. Maestra explains the game this way.
Ms. Maestra: Oh my sweet class! (showing folded hands) 

Students: Oh, my sweet yes! (showing folded hands)
Ms. Maestra: We’re going to play a new game today, Flight School. Say, “Please, please tell us more!” (extending arms in a pleading gesture)

Students: Please, please tell us more! (extending arms in a pleading gesture)

Ms. Maestra: Sometimes we aren’t making our dear team stronger. That means we both, you and I, need more practice. We go to Flight School to learn how to fly together! Say, “That sounds fun!” (holding out arms as if they were wings)

Students: That sounds fun! (holding out arms as if they were wings)

Ms. Maestra: When I see a student making our team weaker, for example, chatting with a neighbor instead of working hard, I’ll put an X in the Flight School box. Say, “Oh Goodness! What happens next?” (stroking chin)

Students: Oh Goodness! What happens next? (stroking chins)

Ms. Maestra goes on to explain that just before recess, she will reveal which students are joining her in Flight School. Our Guide points out that she isn’t angry; Flight School isn’t a punishment. Kids and their teacher need to practice one or more rules so they can help each other fly right.

While the rest of the class is at recess, Ms. Maestra and (let’s say) Wild Jack are in Flight School together. Here are the steps.

  • Jack chooses which Rule they need to practice. If he is stumped, Ms. Maestra chooses for him.
  • She asks Jack to decide how long they need to practice, 15 seconds, 30 seconds, or dice roll 45 seconds. Ms. Maestra explains that if Jack chooses 45 seconds, then when their practice is over, Jack rolls a dice. If 1-3 comes up, he wins a Super Improver® star to give to an improving classmate. On a 4-5, she and Jack say, “We’ve got Grit! We don’t Quit!” A 6, as always, is a re-roll. If Jack can’t choose the length of practice time, Ms. Maestra picks 45 seconds. 
  1. Then Wild Jack and Ms. Maestra take turns saying the rule and performing its gesture until the timer sounds.

To learn more about Flight School’s escape portal, see Chapter 19:  Whole Brain Teaching for Challenging Kids: 2nd Edition.