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Joany Tremblay; Elise Douard; Marc J. Lanovaz – Journal of Applied Research in Intellectual Disabilities, 2024
Background: Although many parents with intellectual disability (ID) demonstrate good parenting practices, some parents experience difficulties in managing challenging behaviours. One potential solution to this issue involves using The Family Game, a program designed to teach parents with ID how to manage challenging behaviours in their child.…
Descriptors: Parents with Disabilities, Intellectual Disability, Parenting Skills, Educational Games
Stephanie D. Smith; Freddie A. Pastrana Rivera; Emily R. DeFouw; Fayth Walbridge; Tiffany Harris; Zachary C. Wilde; Mairin Cotter; Brian Reichow – Prevention Science, 2025
The Good Behavior Game (GBG) is a team-based classroom management intervention developed to mitigate disruptive behaviors and promote prosocial behaviors of school-aged children. While the short-term benefits of the GBG are well documented in meta-analyses and systematic reviews, it is less clear for what long-term outcomes the GBG may reduce…
Descriptors: Teamwork, Classroom Techniques, Student Behavior, Behavior Modification
Donaldson, Jeanne M.; Lozy, Erica D.; Galjour, Mallorie – Journal of Behavioral Education, 2021
Disruptive classroom behavior produces a host of problems for students and teachers. The Good Behavior Game (GBG) is an effective procedure to reduce disruptive behavior. In this study, experimenters conducted the GBG in two preschool classes and demonstrated its effectiveness using a reversal design. Subsequently, experimenters systematically…
Descriptors: Student Behavior, Behavior Modification, Educational Games, Preschool Children
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
Wilcox, Holly C.; Petras, Hanno; Brown, Hendricks C.; Kellam, Sheppard G. – Prevention Science, 2022
Three generations of developmental epidemiologically based randomized field trials of the Good Behavior Game (GBG) have been delivered to Baltimore elementary schools. With the collaboration of family and community partners, all three trials were directed at decreasing proximal targets of aggressive behavior and improving learning in first-grade…
Descriptors: Elementary School Students, Educational Games, Student Behavior, Behavior Modification
Bagès, Céline; Hoareau, Natacha; Guerrien, Alain – Journal of Research in Childhood Education, 2021
The purpose of this article is to determine the effectiveness of role-playing games (RPGs) as an intervention program to reduce bullying. Eighty-six French 6th-graders were randomly assigned to either the empathy training program involving three RPG sessions of 60 minutes or to the control condition in which students benefited from three sessions…
Descriptors: Bullying, Role Playing, Intervention, Behavior Modification
Dart, Evan H.; Collier-Meek, Melissa A.; Chambers, Caitlyn; Murphy, Ashley – Psychology in the Schools, 2020
Assessing the degree to which interventions are implemented in school settings is critical to making decisions about student outcomes. School psychologists may not be available to regularly conduct observations of intervention implementation, however, their data may be used alongside other methods for multi-informant assessment. Teacher…
Descriptors: Educational Games, Student Behavior, Behavior Modification, Integrity
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
Pennington, Brittany; McComas, Jennifer J. – Journal of Applied Behavior Analysis, 2017
The Good Behavior Game (GBG), a well-researched classroom group contingency, is typically played for brief periods of time, which raises questions about the effects on subsequent contexts. This study used a multiple baseline design and showed that when the GBG was implemented in one context, behavior improved in only that context. Behavior…
Descriptors: Educational Games, Class Activities, Student Behavior, Behavior Modification
Conradi, Lyndsey Aiono; Jameson, J. Matt; Fischer, Aaron J.; Farrell, Michael; Eichelberger, Carrie; Ryan, Joanna; Bowman, Jessica A.; McDonnell, John – Education and Training in Autism and Developmental Disabilities, 2020
Numerous studies have demonstrated the positive effects of the Good Behavior Game (GBG); however, limited information exists on the impact of the GBG on students with severe disabilities. This study investigated the impact of the GBG on students with severe disabilities and their off-task behaviors. Three students in three self-contained…
Descriptors: Severe Disabilities, Time on Task, Student Behavior, Self Contained Classrooms
Michelle Torok; Victoria Rasmussen; Quincy Wong; Aliza Werner-Seidler; Bridianne O'Dea; John Toumbourou; Alison Calear – Australian Journal of Education, 2019
Childhood emotional and behavioural problems can indicate a higher risk of developing mental illness in adolescence and beyond. Schools provide an appropriate setting in which to deliver universal preventions to improve well-being and protect against early risks for mental health disorder. However, interventions can often be difficult to implement…
Descriptors: Emotional Problems, Behavior Problems, At Risk Persons, Mental Disorders
Alexandra Hennessey – Education Endowment Foundation, 2017
The Good Behaviour Game (GBG) is one of the most popular behaviour management systems for primary-aged children. It has an extensive evidence base supporting its use. The GBG itself can be described as an "interdependent group-oriented contingency management procedure." A major efficacy trial of the GBG in England was conducted that…
Descriptors: Student Behavior, Classroom Techniques, Educational Games, Elementary School Students
Mitchell, Rachel R.; Tingstrom, Daniel H.; Dufrene, Brad A.; Ford, W. Blake; Sterling, Heather E. – School Psychology Review, 2015
The purpose of the present study was to extend previous research by evaluating the effect of the interdependent group contingency procedure known as the Good Behavior Game (GBG) on decreasing disruptive behaviors with general-education high school students. Although many studies exist that have used the GBG to alter behaviors across ages ranging…
Descriptors: High School Students, Educational Games, Behavior Modification, Behavior Problems
Kimberly D. Becker; Catherine P. Bradshaw; Celene Domitrovich; Nicholas S. Ialongo – Grantee Submission, 2013
This study explored the association between coaching and the implementation of the Good Behavior Game (GBG) by 129 urban elementary school teachers. Analyses involving longitudinal data on coaching and teacher implementation quality indicated that coaches strategically varied their use of coaching strategies (e.g., modeling, delivery) based on…
Descriptors: Coaching (Performance), Urban Schools, Elementary School Teachers, Program Implementation
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
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