This document discusses how assistive technology can help manage student behavior by supporting cognition, behavior, and affect. It provides examples of software like Clicker 5, Boardmaker, and Social Stories that use visual supports and social narratives to aid learning, encourage appropriate behavior, and help students understand and regulate emotions. Data collection apps are also mentioned as a way to track student progress in these areas. The overall message is that assistive technology has an important role to play in behavior management through compensation and scaffolding of key skills.