Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
AERA Open | 1 |
Journal of Applied Behavior… | 1 |
Prevention Science | 1 |
School Psychology Review | 1 |
Society for Research on… | 1 |
Author
Asher, Catherine A. | 1 |
Brown, Hendricks C. | 1 |
Burkhauser, Mary | 1 |
Dart, Evan H. | 1 |
Donaldson, Jeanne M. | 1 |
Kellam, Sheppard G. | 1 |
Kim, James S. | 1 |
Kurki, Anja | 1 |
Leyva, Diana | 1 |
Li, Yibing | 1 |
Matter, Ashley L. | 1 |
More ▼ |
Publication Type
Reports - Research | 5 |
Journal Articles | 4 |
Education Level
Early Childhood Education | 5 |
Elementary Education | 5 |
Grade 1 | 5 |
Primary Education | 5 |
Grade 2 | 2 |
Kindergarten | 2 |
Preschool Education | 1 |
Audience
Location
Maryland (Baltimore) | 1 |
Texas | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Measures of Academic Progress | 1 |
What Works Clearinghouse Rating
Meets WWC Standards with or without Reservations | 1 |
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
Donaldson, Jeanne M.; Matter, Ashley L.; Wiskow, Katie M. – Journal of Applied Behavior Analysis, 2018
The Good Behavior Game (GBG) is a classwide group contingency shown to reduce disruptive student behavior. We examined the feasibility of training young students to lead the GBG in one first-grade and three kindergarten classes. We also examined teacher preference for teacher-led GBG, student-led GBG, or no GBG using a concurrent chains procedure.…
Descriptors: Preferences, Feasibility Studies, Positive Behavior Supports, Student Behavior
Kim, James S.; Asher, Catherine A.; Burkhauser, Mary; Mesite, Laura; Leyva, Diana – AERA Open, 2019
This study employs a sequential multiple assignment randomized trial (SMART) design to develop an adaptive intervention with personalized print and digital content for kindergarten to Grade 2 children (n = 273). In Stage 1, we ask whether it is better for children to receive an adaptive intervention based on (a) 10 conceptually coherent texts or…
Descriptors: Computer Oriented Programs, Educational Technology, Technology Uses in Education, Randomized Controlled Trials
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
Kurki, Anja; Wang, Wei; Li, Yibing; Poduska, Jeanne – Society for Research on Educational Effectiveness, 2013
The Good Behavior Game (GBG) is a classroom-based behavior management strategy aimed at reducing aggressive/disruptive behavior and socializing children into the role of student. GBG, delivered in first and second grades, has been shown to reduce rates of substance abuse and other deleterious outcomes into young adulthood (Brown, C.H. et al 2007,…
Descriptors: Child Behavior, Student Behavior, Behavior Modification, Educational Games