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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
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
Zoder-Martell, Kimberly A.; Floress, Margaret T.; Skriba, Heather A.; Taber, Traci A. – Intervention in School and Clinic, 2023
Classroom management systems (CMS) are class-wide strategies that teachers use to keep students on task, attentive, and academically engaged. This review provides teachers an overview of eight effective and socially valid CMSs that are aligned with school-wide positive behavior interventions and supports (SWPBIS). The goal is to provide teachers…
Descriptors: Classroom Techniques, Student Behavior, Behavior Problems, Intervention
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
M. Troy Weathers – ProQuest LLC, 2022
Up to 80% of children diagnosed with ADHD have symptoms that persist into adulthood (Barkley et al., 2007), and up to 8% of college students report having the disorder (DuPaul et al., 2009). COVID-19 has exacerbated ADHD-related difficulties with concentration, academic performance, and emotional distress (Breaux et al., 2021; Pollak et al.,…
Descriptors: Attention Deficit Hyperactivity Disorder, Symptoms (Individual Disorders), Quality of Life, Metacognition
Coleman, Stephanie L.; Snyder, Kelly; Skinner, Lacy; Griffin, Jamie – Intervention in School and Clinic, 2020
The Good Behavior Game (GBG) is a well-established intervention for decreasing problem behaviors in the classroom. Although the GBG has a long history of both empirical support and real-world implementation, the specific types of supports teachers find useful in implementing evidence-based interventions is an area that has received increasing…
Descriptors: Behavior Problems, Games, Intervention, Program Implementation
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
Kamali, Khosrow; Yoosefi Looyeh, Majid – Intervention in School and Clinic, 2013
This article describes a group narrative intervention for improving the behavior of 8- to 11-year-old children with attention-deficit/hyperactivity disorder at home and school. (Contains 2 tables and 1 note.)
Descriptors: Child Behavior, Behavior Modification, Attention Deficit Hyperactivity Disorder, Behavior Problems
Fruth, Jason D. – Reading Improvement, 2014
This quantitative study addresses the problem of reading and behavioral performance in elementary school by examining the impact of a universal preventive intervention on both the proximal and distal outcomes of students in the fourth grade at a mid-western elementary school. These proximal outcomes (disruptions per student per hour) were measured…
Descriptors: Statistical Analysis, Reading Difficulties, Behavior Problems, Elementary School Students
Brandy Marie Hunt – ProQuest LLC, 2012
The Good Behavior Game (GBG) has been widely supported as an effective intervention to alter a variety of target behaviors, in various settings, with varying age groups; however, there are areas warranting further investigation. Prior to the present study, no study has examined the GBG's effectiveness in decreasing disruptive behaviors while…
Descriptors: Intervention, Behavior Modification, Behavior Problems, Preschool Children
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