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Fabian Gunnars – Journal of Special Education Technology, 2024
Digital technology in primary education can both be distracting and increase attentiveness. Many students with Special Educational Needs (SEN) have difficulties with skills that address attention, and teachers are expected to provide support. Such skills are referred to as Executive Function (EF) in neuroscience, relating to self-regulation,…
Descriptors: Educational Technology, Attention, Executive Function, Self Control
Flower, Andrea; McKenna, John W.; Bunuan, Rommel L.; Muething, Colin S.; Vega, Ramon, Jr. – Review of Educational Research, 2014
Challenging behavior at school remains a concern for teachers and administrators. Thus classroom management practices to prevent challenging behavior are sorely needed. The Good Behavior Game (GBG) has been found to be useful to positively change student behavior. However, previous reviews of the GBG have not quantified effects, have not focused…
Descriptors: Behavior Problems, Classroom Techniques, Behavior Modification, Student Behavior
Ventis, W. Larry; Ventis, Deborah G. – Journal of Children in Contemporary Society, 1988
Reviews issues relevant to the use of humor in children's therapy. Discusses applications in the following contexts: (1) psychodynamic psychotherapy; (2) behavioral treatments of phobias; (3) family therapy; and (4) purposeful use of games and stories. (FMW)
Descriptors: Behavior Modification, Case Studies, Children, Games
Peer reviewedTankersley, Melody – Preventing School Failure, 1995
Research on a team game designed to reinforce positive target behaviors is reviewed. Classroom organization, reinforcement criteria, when and how long to play the game, and reinforcement for winning teams are discussed, as are two variants on the original game. The game is found to be highly effective in reducing talking and out-of-seat behavior.…
Descriptors: Academic Achievement, Behavior Modification, Behavior Problems, Classroom Techniques

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