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IEP goals for stranger safety

By the IEP Atlas editorial teamLast updated

Short answer

Stranger safety IEP goals teach a student to spot an unsafe request, say no, get away and tell a trusted adult, and to find a safe helper when they need one. A strong goal uses role-play with known adults and a high criterion, such as refusing a lure from an unfamiliar adult and walking to a staff member on 5 of 5 role-plays.

The old "stranger danger" message (never talk to strangers) does not hold up well for students with disabilities. They talk to unfamiliar adults all the time: bus drivers, cashiers, new aides, nurses, police. And people who want to harm a child are not always strangers. Modern stranger safety teaching focuses on behavior instead: some requests are tricky no matter who makes them, some adults are safe helpers, and the response is the same each time. Say no, get away, tell.

This page gives 24 goals in five groups, each with an illustrative baseline and a template. School psychologists, counselors and teachers often co-write these goals. The life skills IEP goals pillar covers the other safety goals, and the street and stranger safety goal hub collects templates.

Choosing a stranger safety goal

Student profileSub-skillMeasureData sheet
Goes with anyone who is friendlySpotting tricky requests (lures)Correct responses out of role-playsOpportunity data sheet
Knows the rule, freezes in the momentNo, go, tell responseSteps completed out of 3Task analysis data sheet
Afraid of all unfamiliar adultsSafe helpers in the communityCorrect choices out of photos or scenesAccuracy data sheet
Shares personal details with anyonePersonal information boundariesCorrect decisions out of scenariosAccuracy data sheet
Chats with unknown people onlineOnline contactsCorrect actions out of scenariosOpportunity data sheet

Role-plays use adults the student knows but who act as "unfamiliar" for the practice, or new staff the family and school have agreed to. Tell families before role-plays begin, and keep them short and calm. The goal is a practiced response, not fear.

Spotting tricky requests

Common lures include an offer of a treat or a ride, or a request for help finding a pet. Others are a claim that a parent sent them, a request to keep a secret, or an invitation to go somewhere private.

GoalBaseline (illustrative)MeasureTemplate
1. In a role-play with an adult acting as unfamiliar, when offered a treat or a ride, the student will say "no" and walk to a staff member within 10 seconds on 5 of 5 role-plays.Accepts on 4 of 5OpportunitiesTemplate
2. Given 12 scenario cards (asks for help finding a dog, says "your mom sent me," offers a game), the student will sort tricky from safe requests with 12 of 12 correct on 2 probes.6 of 12AccuracyTemplate
3. Given 8 scenarios about secrets, the student will tell a safe secret (a surprise party) from an unsafe one (a secret about touching or gifts) with 8 of 8 correct on 3 probes.4 of 8AccuracyTemplate
4. When an adult says "your parent asked me to pick you up" in a role-play, the student will say "I need to check" and go to the office or a staff member on 4 of 4 role-plays.Goes along on 3 of 4OpportunitiesTemplate
5. When a peer or adult offers pills or an unknown substance, the student will refuse and tell an adult on 4 of 4 role-plays.1 of 4OpportunitiesTemplate

Weak: "The student will understand stranger danger."

Measurable: "When offered a treat or a ride in a role-play, the student will say 'no' and walk to a staff member within 10 seconds on 5 of 5 role-plays."

No, go, tell

The core response has three steps: say no (or sign or show a card), go away toward a safe place or person, and tell a trusted adult.

GoalBaseline (illustrative)MeasureTemplate
6. In role-play, the student will complete all 3 steps of no, go, tell on 5 consecutive scenarios.1 of 3 stepsTask analysisTemplate
7. When an unwanted request happens in a role-play, the student will say no in a clear, loud voice (or show a STOP card) on 5 of 5 trials.Whispers or silent on 4 of 5OpportunitiesTemplate
8. After any unsafe or confusing encounter, the student will tell a trusted adult within the same school day on 3 of 3 occasions, real or role-played.Does not reportOpportunitiesTemplate
9. When peers do something unsafe or invite the student to, the student will leave and find an adult on 4 of 4 role-plays.Stays with peersOpportunitiesTemplate

The "tell" step is the one most often skipped. Practice it every time and praise the telling, not just the refusing.

Weak: "The student will know what to do if approached."

Measurable: "In role-play, the student will complete all 3 steps of no, go, tell on 5 consecutive scenarios, measured by task analysis."

Safe helpers in the community

GoalBaseline (illustrative)MeasureTemplate
10. Given photos of 10 community helpers (police, cashier in uniform, librarian, parent with children) and 5 other adults, the student will pick the safest helper to ask when lost with 9 of 10 correct on 3 probes.4 of 10AccuracyTemplate
11. On a community outing, when told to find help, the student will go to a uniformed employee at a counter on 4 of 4 trials.Approaches anyone nearbyOpportunitiesTemplate
12. Given a drawing of relationship circles (family, friends, helpers, strangers), the student will place 12 people in the correct circle with 11 of 12 correct on 2 probes.6 of 12AccuracyTemplate
13. Given 10 people the student knows, the student will match the greeting that fits (hug, high five, wave, handshake) with 9 of 10 correct on 3 probes.5 of 10OpportunitiesTemplate
14. When a familiar community worker greets the student, the student will reply with a greeting and keep personal space on 4 of 5 opportunities.Hugs or ignores on 4 of 5OpportunitiesTemplate

Students who fear every unfamiliar adult need goals 10 and 11 as much as anyone. A student who will not ask a store worker for help when lost is less safe, not more.

Weak: "The student will know who to trust."

Measurable: "Given photos of 15 adults, the student will pick the safest helper to ask when lost with 9 of 10 correct on 3 probes."

Personal information boundaries

GoalBaseline (illustrative)MeasureTemplate
15. When an unfamiliar adult asks for the student's address or school in a role-play, the student will say "I don't share that" and walk to staff on 5 of 5 trials.Shares on 4 of 5OpportunitiesTemplate
16. When someone knocks at the door during a home-alone role-play, the student will check through the window or camera and not open for an unknown person on 4 of 4 trials.Opens on 3 of 4OpportunitiesTemplate
17. When a caller asks "Are you home alone?" in a role-play, the student will give a safe answer ("My mom can't come to the phone") on 4 of 4 calls.Says yesOpportunitiesTemplate
18. Given 10 kinds of information (first name, home address, favorite color, password, school name), the student will sort safe-to-share and private with 10 of 10 correct on 3 probes.6 of 10AccuracyTemplate

Weak: "The student will keep personal information private."

Measurable: "When an unfamiliar adult asks for the student's address in a role-play, the student will say 'I don't share that' and walk to staff on 5 of 5 trials."

Online contacts

Many unsafe contacts now start online. These goals suit middle and high school students who use phones, games or social apps.

GoalBaseline (illustrative)MeasureTemplate
19. When an unknown person messages the student in a practice app or game, the student will not reply, block and report the contact, and tell an adult on 4 of 4 scenarios.Replies on 3 of 4Task analysisTemplate
20. When asked for a photo of their body in a practice scenario, the student will refuse, block and tell an adult on 4 of 4 scenarios.Unsure what to doOpportunitiesTemplate
21. Given 10 messages, the student will spot warning signs of grooming (gifts, secrecy, "you're special," requests to move to a private app) with 9 of 10 correct on 2 probes.4 of 10AccuracyTemplate
22. Before meeting an online friend in person, the student will make a plan with a trusted adult (public place, adult knows, phone charged), 5 of 5 steps, on 2 of 2 practice plans.Would go aloneTask analysisTemplate
23. With adult help, the student will set a social account to private and limit who can message them, 6 of 6 steps, on 2 probes.Account publicTask analysisTemplate
24. When an online game or app offers a prize for personal details, the student will close it and tell an adult on 4 of 4 scenarios.Enters details on 2 of 4OpportunitiesTemplate

Physical boundaries and consent are taught on the body safety lessons page, which also covers how schools coordinate that instruction.

Weak: "The student will be safe online."

Measurable: "When an unknown person messages the student in a practice app, the student will not reply, block and report the contact, and tell an adult on 4 of 4 scenarios, measured by task analysis."

How to measure stranger safety goals

Use the opportunities method for role-plays: each scenario is one opportunity, scored correct only if the whole response happened. Use task analysis when the response has steps, such as no, go, tell. Use percent accuracy for sorting cards.

Probe every 1 to 2 weeks, with new scenarios each time. After the criterion is met, check once a month for the rest of the year, and once in a new setting. Role-play results show the student can respond; a generalization probe in the community shows whether the skill carries over.

Adapting by age and support level

StudentFocusCriterion example
K-2Safe helpers, no, go, tell, safe and unsafe secrets3 of 3 steps on 5 scenarios
Grades 3 to 5Tricky requests, personal information12 of 12 scenario cards
Middle schoolPeer pressure, online contacts, home alone4 of 4 online scenarios
High school and transitionGrooming signs, meeting online friends, community helpers9 of 10 warning signs spotted

More templates are on the relationships and boundaries goals, community safety goals, personal information hub and safety signs hub. Related guides: street crossing goals, what to do if lost goals and social-emotional IEP goals. Check each draft in the goal checker.

Goals should address the functional needs in present levels, and safety is one of the most pressing.[1]

Frequently asked questions

Is stranger danger still the right way to teach safety?

Most teams now teach safe helpers and tricky requests instead. Students learn that the request matters more than whether the person is a stranger, and that some unfamiliar adults, like uniformed workers, are the right people to ask for help.

How do I run stranger safety role-plays safely?

Tell families first. Use staff the student knows acting as unfamiliar, or adults the school and family have approved. Keep scenarios short and calm, end each with praise, and stop if the student becomes distressed.

Who should write stranger safety goals?

Teachers, school psychologists and counselors often co-write them. Families should help choose scenarios, since they know where the student goes and who the student meets outside school.

Use it in IEP Atlas

Sources

  1. 34 CFR §300.320: Definition of individualized education program, Legal Information Institute, Cornell Law School
  2. CASEL: Social and emotional learning, CASEL

Written and checked by the IEP Atlas editorial team under our editorial policy. This guide describes general practice and federal rules. It is not legal advice; your state may add requirements, and the IEP team makes the decisions for each student.

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