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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
Groves, Emily A.; May, Richard J.; Rees, Rachel E.; Austin, Jennifer L. – Psychology in the Schools, 2022
The good behavior game (GBG) is a classroom management intervention that employs a group contingency to support appropriate behavior and reduce classroom disruptions. To date, the majority of GBG research has included participants of typical development in mainstream education classrooms or alternative schools. The current study evaluated the GBG…
Descriptors: Student Behavior, Classroom Techniques, Contingency Management, Students with Disabilities
Peltier, William; Newell, Kristen L.; Linton, Elizabeth; Holmes, Sarah C.; Donaldson, Jeanne M. – Journal of Applied Behavior Analysis, 2023
Disruptive behavior during instruction is a common problem in elementary classrooms. One intervention to reduce disruptive behavior is the Good Behavior Game (GBG). In this study, the students of 2 early elementary classrooms experienced 3 versions of the GBG: experimenter-implemented, teacher-implemented, and student-implemented. The effects of…
Descriptors: Student Behavior, Behavior Problems, Elementary School Students, Behavior Modification
Collier-Meek, Melissa A.; Fallon, Lindsay M.; DeFouw, Emily R. – Assessment for Effective Intervention, 2020
Treatment fidelity assessment is critical to evaluating the extent to which interventions, such as the Good Behavior Game, are implemented as intended and impact student outcomes. The assessment methods by which treatment fidelity data are collected vary, with direct observation being the most popular and widely recommended. The current study…
Descriptors: Games, Behavior Modification, Program Implementation, Fidelity
Gray, Heather M.; Keating, Layne; Shaffer, Howard J.; LaPlante, Debi A. – Health Education Journal, 2020
Objective: To help mitigate potential gambling harm, responsible gambling information centres are launching across casino venues in North America. The launch of the first such centre in the USA provided an opportunity to achieve three goals: (1) document the centre's reach among casino patrons, (2) generate a comprehensive description of services…
Descriptors: Games, Probability, Debt (Financial), Information Dissemination
Joslyn, P. Raymond; Vollmer, Timothy R. – Journal of Applied Behavior Analysis, 2020
The Good Behavior Game (GBG) is a well-documented group contingency designed to reduce disruptive behavior in classroom settings. However, few studies have evaluated the GBG with students who engage in severe problem behavior in alternative schools, and there are few demonstrations of training teachers in those settings to implement the GBG. In…
Descriptors: Classroom Techniques, Student Behavior, Nontraditional Education, Behavior Disorders
Stratton, Kasee K.; Gadke, Daniel L.; Morton, Reeva C. – Journal of Applied School Psychology, 2019
The authors investigated the implementation of the Good Behavior Game (GBG) on disruptive behaviors of high school special education students. Additionally, the study compared the effect of student-selected rewards versus teacher-selected rewards. A multielement withdrawal (A/[B + C]/A/[B + C]) design was used in the classroom to monitor behavior…
Descriptors: High School Students, Special Education, Student Behavior, Rewards
W. Blake Ford; Keith C. Radley; Daniel H. Tingstrom; Brad A. Dufrene – Journal of Positive Behavior Interventions, 2020
Disruptive behavior (DB) negatively affects the learning process in various ways, interfering with the educational process of individual students, the teacher, and/or the class as a whole. Group contingency interventions, such as the Good Behavior Game (GBG), are often used classwide to provide teachers with evidence-based management strategies…
Descriptors: Behavior Problems, Student Behavior, High School Students, Grade 9
Gresham, Frank M.; Dart, Evan H.; Collins, Tai A. – School Psychology Review, 2017
The concept of treatment integrity is an essential component to databased decision making within a response-to-intervention model. Although treatment integrity is a topic receiving increased attention in the school-based intervention literature, relatively few studies have been conducted regarding the technical adequacy of treatment integrity…
Descriptors: Fidelity, Generalizability Theory, Observation, Measurement Techniques
Renée E. Lastrapes; Jennifer N. Fritz; Robert C. Hasson – Journal of the American Academy of Special Education Professionals, 2019
The purpose of this study was to examine whether the use of a simplified version of the Good Behavior Game called the Teacher vs. Student Game, implemented as an interdependent group contingency, increased teachers' use of behavior-specific praise (BSP) statements. Two middle school resource teachers and their respective classes participated in…
Descriptors: Games, Positive Reinforcement, Group Dynamics, Contingency Management
Speelman, Ryan C.; Whiting, Seth W.; Dixon, Mark R. – Journal of Applied Behavior Analysis, 2015
A behavioral skills training procedure that consisted of video instructions, video rehearsal, and video testing was used to teach 4 recreational gamblers a specific skill in playing blackjack (sometimes called "card counting"). A multiple baseline design was used to evaluate intervention effects on card-counting accuracy and chips won or…
Descriptors: Skill Development, Behavior Modification, Video Technology, Games
Humphrey, Neil; Hennessey, Alexandra; Ashworth, Emma; Frearson, Kirsty; Black, Louise; Petersen, Kim; Wo, Lawrence; Panayiotou, Margarita; Lendrum, Ann; Wigelsworth, Michael; Birchinall, Liz; Squires, Garry; Pampaka, Maria – Education Endowment Foundation, 2018
The Good Behaviour Game (GBG) is a universal behaviour management intervention that aims to to improve pupil behaviour with the following core elements: classroom rules, team membership, monitoring of behaviour, and positive reinforcement (rewards). While it is primarily used with children in primary schools, it can also be implemented in early…
Descriptors: Student Behavior, Behavior Modification, Intervention, Games
Hartman, Kelsey; Gresham, Frank – Journal of Applied School Psychology, 2016
Disruptive behavior in the classroom negatively affects all students' academic engagement, achievement, and behavior. Group contingencies have been proven effective in reducing disruptive behavior as part of behavior interventions in the classroom. The Good Behavior Game is a Tier 1 classwide intervention that utilizes an interdependent group…
Descriptors: Student Behavior, Behavior Problems, Intervention, Behavior Modification
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
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
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