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Emily J. Warburton; Paul Caldarella; Howard P. Wills; Rebecca Winters – Journal of Behavioral Education, 2025
English language learners (ELL) and Hispanic students are at an increased risk for academic difficulty. Effective classroom management strategies may help these students, but teachers often report lack of training in such strategies. Class-wide Function-related Intervention Teams in Middle School (CW-FIT MS) is a research-based intervention that…
Descriptors: English Learners, Hispanic American Students, At Risk Students, Teacher Competencies
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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
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Silva, Erika; Wiskow, Katie M. – Journal of Applied Behavior Analysis, 2020
The Good Behavior Game (GBG) is an effective intervention to reduce disruptive behavior. The GBG typically involves immediate stimulus presentation (e.g., delivery of a token) following disruptions; however, experimenters have also removed tokens contingent upon disruptions. In the present study, we compared the effects of the GBG-stimulus…
Descriptors: Intervention, Behavior Problems, Behavior Modification, Stimuli
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Groves, Emily A.; Austin, Jennifer L. – Journal of Applied Behavior Analysis, 2019
The Good Behavior Game (GBG) is a classroom management system that employs an interdependent group contingency, whereby students work as a team to win the game. Although previous anecdotal data have suggested that this arrangement may promote prosocial behavior, teachers may have concerns about its fairness and potential to evoke negative peer…
Descriptors: Educational Games, Student Behavior, Peer Influence, Classroom Techniques
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Radley, Keith C.; Dart, Evan H.; O'Handley, Roderick D. – School Psychology Review, 2016
The current study investigated the effectiveness of the Quiet Classroom Game, an interdependent group contingency using an iPad loaded with a decibel meter app, for increasing academically engaged behavior. Three first-grade classrooms in the southeastern United States, identified as displaying high levels of noise and disruptive behavior, were…
Descriptors: Computer Oriented Programs, Handheld Devices, Educational Technology, Technology Uses in Education
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Ling, Stacy M.; Barnett, David W. – Topics in Early Childhood Special Education, 2013
Preschool environments can be critical to academic success and risk reduction but disruptive behaviors can have significant and lasting negative effects on students as well as teachers. These behaviors may be pervasive in some classrooms and effective interventions are needed. A combined delayed multiple baseline and withdrawal design across a…
Descriptors: Preschool Children, Group Activities, Student Behavior, Contingency Management
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Rehfeldt, Ruth Anne; Walker, Brooke; Garcia, Yors; Lovett, Sadie; Filipiak, Stephen – Journal of Applied Behavior Analysis, 2010
Classroom learning opportunities that arrange active engagement in course material and frequent feedback have been shown to enhance students' performance (e.g., Benjamin, 1991; Michael, 1991). Homework assignments are one example of such an opportunity. Recent research on the advantages of homework assignments has raised questions about their…
Descriptors: Feedback (Response), Homework, Program Effectiveness, Satisfaction