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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
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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
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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
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Blood, 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