Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 2 |
| Since 2007 (last 20 years) | 3 |
Descriptor
Source
| International Journal of… | 1 |
| Journal of Positive Behavior… | 1 |
| Language, Speech, and Hearing… | 1 |
| Prevention Science | 1 |
Author
| Alsawaier, Raed S. | 1 |
| Blood, Gordon W. | 1 |
| Bowman-Perrott, Lisa | 1 |
| Brian Reichow | 1 |
| Burke, Mack D. | 1 |
| Emily R. DeFouw | 1 |
| Fayth Walbridge | 1 |
| Freddie A. Pastrana Rivera | 1 |
| Mairin Cotter | 1 |
| Stephanie D. Smith | 1 |
| Tiffany Harris | 1 |
| More ▼ | |
Publication Type
| Information Analyses | 4 |
| Journal Articles | 4 |
| Reports - Research | 2 |
| Reports - Descriptive | 1 |
Education Level
| Elementary Secondary Education | 1 |
| Higher Education | 1 |
Audience
| Practitioners | 1 |
| Support Staff | 1 |
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Stephanie D. Smith; Freddie A. Pastrana Rivera; Emily R. DeFouw; Fayth Walbridge; Tiffany Harris; Zachary C. Wilde; Mairin Cotter; Brian Reichow – Prevention Science, 2025
The Good Behavior Game (GBG) is a team-based classroom management intervention developed to mitigate disruptive behaviors and promote prosocial behaviors of school-aged children. While the short-term benefits of the GBG are well documented in meta-analyses and systematic reviews, it is less clear for what long-term outcomes the GBG may reduce…
Descriptors: Teamwork, Classroom Techniques, Student Behavior, Behavior Modification
Alsawaier, Raed S. – International Journal of Information and Learning Technology, 2018
Purpose: Gamification is the application of game features, mainly video game elements, into non-game context for the purpose of promoting motivation and engagement in learning. The application of gamification in a pedagogical context provides some remedy for many students who find themselves alienated by traditional methods of instruction. The use…
Descriptors: Educational Games, Teaching Methods, Learning Motivation, Learner Engagement
Bowman-Perrott, Lisa; Burke, Mack D.; Zaini, Samar; Zhang, Nan; Vannest, Kimberly – Journal of Positive Behavior Interventions, 2016
The Good Behavior Game (GBG) is a classroom management strategy that uses an interdependent group-oriented contingency to promote prosocial behavior and decrease problem behavior. This meta-analysis synthesized single-case research (SCR) on the GBG across 21 studies, representing 1,580 students in pre-kindergarten through Grade 12. The TauU effect…
Descriptors: Educational Games, Classroom Techniques, Prosocial Behavior, Behavior Problems
Peer reviewedBlood, Gordon W. – Language, Speech, and Hearing Services in Schools, 1995
This article describes a cognitive-behavioral treatment package for relapse management in adolescents who stutter. The package includes game-based training techniques in problem solving, communication skills, and assertiveness; coping responses for stuttering episodes; and realistic expectations for fluency and relapse. Follow-up results with…
Descriptors: Adolescents, Behavior Modification, Cognitive Restructuring, Communication Skills

Direct link
