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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
Donaghy, Michelle; O'Brian, Sue; Onslow, Mark; Lowe, Robyn; Jones, Mark; Menzies, Ross G. – Journal of Speech, Language, and Hearing Research, 2020
Purpose: The Lidcombe Program is an efficacious and effective intervention for early stuttering. The treatment is based on parent verbal response contingent stimulation procedures, which are assumed to be responsible for treatment effect. The present trial tested this assumption. Method: The design was a parallel, open plan, noninferiority…
Descriptors: Stuttering, Intervention, Speech Therapy, Contingency Management
Bohan, Clare; McDowell, Claire; Smyth, Sinéad – Journal of Positive Behavior Interventions, 2022
This study evaluated use of the Caught Being Good Game (CBGG) across two adolescent student populations, maintaining a focus on the provision of feedback during the game. The CBGG, a variation of the group contingency intervention the Good Behavior Game (GBG), is a classroom management intervention that involves the provision of points to teams of…
Descriptors: Game Based Learning, Educational Games, Contingency Management, Intervention
Bohan, Clare; Smyth, Sinéad; McDowell, Claire – Journal of Positive Behavior Interventions, 2021
This study investigated the Caught Being Good Game (CBGG), for use with an adolescent student population. The CBGG is a positive variation of the Good Behavior Game (GBG), a popular group contingency intervention in classroom management literature. In this positive version, teams of students receive points for engaging in desirable behavior,…
Descriptors: Student Behavior, Contingency Management, Behavior Modification, Educational Games
Dearbhaile Mahon; Ciara Gunning; Jennifer Holloway; Helena Lydon – Journal of Positive Behavior Interventions, 2020
Preschool is an important educational setting for child development, and problem behavior is a prevalent barrier within this setting. Preschool teachers have expressed the need for evidence-based classroom management interventions to address problem behavior. Class-Wide Function-Related Intervention Teams (CW-FIT) is an intervention that…
Descriptors: Preschool Education, Student Behavior, Behavior Problems, Positive Behavior Supports
Lorrena Duce – Education Research and Perspectives, 2023
Attention-Deficit/Hyperactivity Disorder (ADHD) is the most prevalent childhood neurodevelopmental disorder. Arising from a complex interaction between genetic and environmental factors, along with epigenetic changes during foetal development, ADHD is a lifelong condition that impacts children's academic and social functioning in numerous adverse…
Descriptors: Students with Disabilities, Attention Deficit Hyperactivity Disorder, Intervention, Student Behavior
Costello, Karen M.; Smyth, Sinéad – Education and Treatment of Children, 2017
The current study employed a group contingency in order to increase school and project attendance in a group of 10 at-risk male adolescents. The participants were already attending a youth diversion project designed to reduce criminal and antisocial behaviors. The group contingency was based on the fantasy football model (an interactive, virtual…
Descriptors: Contingency Management, Males, Adolescents, Youth Programs
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
Sazak Pinar, Elif – Educational Sciences: Theory and Practice, 2015
This study examines the effectiveness of fixed-time (FT) and variable-time (VT) schedules and attention on the problem behaviors and on-task behaviors of students with and without intellectual disabilities in inclusive classrooms in Turkey. Three second-grade students with intellectual disabilities, three students without intellectual…
Descriptors: Foreign Countries, Scheduling, Inclusion, Attention Span
McCluskey, Gillean; Lloyd, Gwynedd; Kane, Jean; Riddell, Sheila; Stead, Joan; Weedon, Elisabet – Educational Review, 2008
Schools in the UK looking for solutions to concerns about indiscipline have been enthused by the basic premise of restorative practice; the need to restore good relationships when there has been conflict or harm; and develop a school ethos, policies and procedures that reduce the possibilities of such conflict and harm arising. In 2004 the…
Descriptors: Pilot Projects, Conflict, Discipline Policy, Functional Behavioral Assessment
Richie, Garth – Kairaranga, 2005
This paper outlines and reviews two types of interventions used with students with learning disabilities. Cognitive cue cards are regarded as a form of cognitive intervention and correspondence training is regarded as a behavioural intervention. It is concluded that both kinds of interventions are valuable and result in improvements in the…
Descriptors: Intervention, Learning Disabilities, Metacognition, Cues

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