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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
Michelle L. Simmons; Robin H. Lock; Janna Brendle; Laurie A. Sharp – Journal of the American Academy of Special Education Professionals, 2020
Behavior-specific praise has been deemed an effective, evidence-based positive behavioral intervention and support practice for use among high school students with severe intellectual disabilities. However, teachers are not adequately trained to use such practices with fidelity. One way to address this shortcoming is by implementing a performance…
Descriptors: Positive Reinforcement, High School Students, Severe Intellectual Disability, Students with Disabilities
Peer reviewed Peer reviewed
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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
Paramore, Nancy W.; Higbee, Thomas S. – Journal of Applied Behavior Analysis, 2005
Brief multiple-stimulus-without-replacement (MSWO) preference assessments were conducted with 3 adolescent boys with emotional-behavioral disorders in the context of their public school educational program. The reinforcing effects of stimuli identified as high, medium, and low preference were then evaluated using an alternating treatments design…
Descriptors: Stimuli, Behavior Disorders, Adolescents, Emotional Disturbances