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Stop a video game when the timer ends

6-8, 3-5, 9-12LatencyTemplateReview and individualize before use. How templates are made
When to use this goal

For students who love video games or videos and protest, bargain, or keep playing for a long time after an agreed time ends, which leads to conflict at school and home. Base the choice on timed observation and family report. The time limit is set with the student and family first.

Baseline
Time 5 or more endings from the timer to the student starting to save or put the device away. Note the game, whether a save point was near, and what the adult said.
Tips
Games without save points make stopping harder; let the student finish the round or reach a save point within a short agreed time. Timing stops when the student starts saving or puts the device down. Keep the next activity predictable.
Limits
Home data depend on the family; keep the reporting light. Not a measure of total screen time.

Original IEP Atlas template based on general measurement principles; not copied from any goal bank. ID fn-lei-017.

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Student

How the goal refers to the student

Skill

What the student will do

Something an adult can see, count or time.

Condition

When or under what conditions

Support

Support allowed

Criterion

Time from a cue (such as a direction) to the start of the response.

Sample numbers. Replace them with the student's data.

Criterion wording

Data collection

The time between a cue (such as a direction) and the start of the response is timed.

How often data are collected
Mastery rule

How many measurements must meet the criterion.

Timeframe

Timeframe

Goal

By the annual IEP review date, when the agreed timer for gaming or video time ends, after a two-minute warning, the student will begin saving or pausing the game and hand over or put away the device independently within 60 seconds, on 4 of 5 consecutive sessions, as measured by latency recording collected daily at school breaks, with family reports twice weekly.

Baseline: 300 seconds.

  • Condition
  • Observable behavior
  • Criterion
  • Measurement method

ObjectivesCopy by fieldData sheet

Measurability check11 of 11 met
  • Met: Observable behavior. Stated as an action.

  • Met: Condition. Stated.

  • Met: Unit fits the behavior. Latency fits this behavior.

  • Met: Explicit criterion. Number and unit stated.

  • Met: Mastery rule and schedule. Both stated.

  • Met: Method produces the metric. Latency recording gives latency data.

  • Met: Review timeframe. Stated.

  • Met: Baseline and target compatible. Same unit, change in the right direction.

  • Met: Aligned with area of need. Still about Leisure & Recreation.

  • Met: Level of support. Defined.

  • Met: Blanks filled in. Nothing left to fill in.

Checks structure and wording only. Whether the goal fits the student is the team's call.

Short-term objectives (optional)

When are objectives required?

Required for students on alternate assessments (34 CFR §300.320(a)(2)(ii)); some states require them for everyone.

Build objectives by

Paste into your IEP system

Most district systems have a separate box for each part of a goal. Copy them one at a time, or all at once as labeled text.

Area of need
Functional & Independence Skills - Leisure & Recreation
Baseline
300 seconds.
Annual goal364 characters
By the annual IEP review date, when the agreed timer for gaming or video time ends, after a two-minute warning, the student will begin saving or pausing the game and hand over or put away the device independently within 60 seconds, on 4 of 5 consecutive sessions, as measured by latency recording collected daily at school breaks, with family reports twice weekly.
Timeframe
By the annual IEP review date
Condition
When the agreed timer for gaming or video time ends, after a two-minute warning
Behavior
The student will begin saving or pausing the game and hand over or put away the device independently
Criteria
Within 60 seconds, on 4 of 5 consecutive sessions
Evaluation method
Latency recording
Schedule
Daily at school breaks, with family reports twice weekly

Copied as plain text, with straight quotes and plain dashes.

Matching data sheet

Latency tracker. Records the cue time and the response time.

The CSV opens in Excel or Google Sheets, with formulas. Sheets print blank; no student data is stored.