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Rebecca Seward; Ryan Redner – Journal of Applied Behavior Analysis, 2024
The purpose of the present experiments was to systematically replicate Step it UP! Game interventions with adults with disabilities. Participants were divided into two competing teams, and the team with the highest step count participated in a prize drawing. Experiment 1 (N = 9) evaluated the efficacy of an extended version of the Step it UP! Game…
Descriptors: Games, Adults, Disabilities, Intervention
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Groves, Emily A.; Austin, Jennifer L. – Journal of Applied Behavior Analysis, 2017
The Good Behavior Game (GBG) uses an interdependent group contingency to improve classroom behavior. Despite the wealth of research on the effectiveness of the GBG, some teachers may have concerns about their students' abilities to work in teams, particularly if they have a history of poor social skills. We used an alternating treatments design to…
Descriptors: Educational Games, Class Activities, Classroom Techniques, Program Evaluation
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Leaf, Justin B.; Townley-Cochran, Donna; Mitchell, Erin; Milne, Christine; Alcalay, Aditt; Leaf, Jeremy; Leaf, Ron; Taubman, Mitch; McEachin, John; Oppenheim-Leaf, Misty L. – Journal of Applied Behavior Analysis, 2016
This study compared 2 methods of fading prompts while teaching tacts to 3 individuals who had been diagnosed with autism spectrum disorder (ASD). The 1st method involved use of an echoic prompt and prompt fading. The 2nd method involved providing multiple-alternative answers and fading by increasing the difficulty of the discrimination. An adapted…
Descriptors: Prompting, Cues, Program Evaluation, Pervasive Developmental Disorders