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Donaldson, Jeanne M.; Wiskow, Katie M.; Soto, Paul L. – Journal of Applied Behavior Analysis, 2015
The Good Behavior Game (GBG) has been demonstrated to reduce disruptive student behavior during implementation. The effects of playing the GBG on disruption immediately before and after the GBG are unknown. The current study evaluated the effects of the GBG on disruption in 5 kindergarten classes immediately before, during, and after GBG…
Descriptors: Student Behavior, Behavior Problems, Functional Behavioral Assessment, Behavior Change
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
Mayer, Richard E.; Lieberman, Debra A. – Educational Technology, 2011
This article is a guide for researchers interested in assessing the effectiveness of serious computer-based games (or video games, digital games, or electronic games) intended to improve health and health care. It presents a definition of health games, a rationale for their use, an overview of the current state of research, and recommendations for…
Descriptors: Scientific Research, Video Games, Research Methodology, Health Behavior
Eldar, Eitan – Physical Education and Sport Pedagogy, 2008
Background: Physical activity holds great promise as a natural and enjoyable setting for learning and for behavioral change. Despite claims that engagement in physical activity can promote socially desired behaviors, there remains a lack of a clear conceptual base that can guide interventions as well as research endeavors in this field. This…
Descriptors: Physical Activities, Guidelines, Behavior Change, Teaching Methods
Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano – Simulation & Gaming, 2010
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…
Descriptors: Obesity, Health Behavior, Behavior Modification, Behavior Change
Kidder, Steven J.; Guthrie, John T. – 1971
A game designed to teach some of the skills used in behavior modification with slow learners was evaluated. The game, called "Modifying," was developed to increase the range of experience for students preparing to be special education teachers. A randomized, posttest-only design was employed. The design incorporated three treatments:…
Descriptors: Behavior Change, Behavior Modification, Educational Games, Program Evaluation
Tingstrom, Daniel H.; Sterling-Turner, Heather E.; Wilczynski, Susan M. – Behavior Modification, 2006
The Good Behavior Game (GBG), a type of interdependent group-oriented contingency management procedure, was first introduced in 1969 and has been used with overwhelming success in classrooms and other settings. Since its inception, the "game" has utilized team competition and peer influence combined with reinforcement procedures. It has been found…
Descriptors: Contingency Management, Peer Influence, Reinforcement, Behavior Change

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