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Chiarelli, MaryAnne; Szabo, Susan; Williams, Susan – Texas Journal of Literacy Education, 2015
This study examined the use of a free behavioral management software program to see if it was successful to help first grade students recognize and self-monitor their behaviors while working in centers during teacher directed guided reading time. The study found that ClassDojo had a positive impact on these first grade students' behaviors and…
Descriptors: Behavior Modification, Classroom Techniques, Computer Software, Technology Uses in Education
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Poduska, Jeanne M.; Kurki, Anja – Journal of Emotional and Behavioral Disorders, 2014
Moving evidence-based practices for classroom behavior management into real-world settings is a high priority for education and public health. This article describes the development and use of a model of training and support for the Good Behavior Game (GBG), one of the few preventive interventions shown to have positive outcomes for elementary…
Descriptors: Behavior Modification, Classroom Techniques, Student Behavior, Games
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Kurki, Anja; Wang, Wei; Li, Yibing; Poduska, Jeanne – Society for Research on Educational Effectiveness, 2013
The Good Behavior Game (GBG) is a classroom-based behavior management strategy aimed at reducing aggressive/disruptive behavior and socializing children into the role of student. GBG, delivered in first and second grades, has been shown to reduce rates of substance abuse and other deleterious outcomes into young adulthood (Brown, C.H. et al 2007,…
Descriptors: Child Behavior, Student Behavior, Behavior Modification, Educational Games