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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
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Rondy Yu; Aaron Haddock; Wesley A. Sims – Intervention in School and Clinic, 2024
The Good Behavior Game (GBG) is an interdependent group-oriented contingency management system successfully used in school settings to promote positive student behaviors. As a classroom management intervention, there is a large body of evidence for it increasing desirable classroom behaviors and decreasing problem behaviors across a range of…
Descriptors: Educational Games, Classroom Techniques, Functional Behavioral Assessment, Intervention
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W. Blake Ford; Keith C. Radley; Daniel H. Tingstrom; Evan H. Dart; Brad Dufrene – School Psychology Review, 2025
Effective classroom management skills are critical in supporting students' academic, social, and behavior development in schools. However, teachers often report support with classroom management as their greatest need. Given this concern, effective and efficient strategies are needed for teachers and school staff dealing with class-wide behavioral…
Descriptors: Educational Games, Secondary School Teachers, Secondary School Students, Grade 7
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Emma Hübinette; Stina Udén; Gustav Nilsson; Elinor Schad – European Journal of Psychology and Educational Research, 2024
The PAX Good Behavior Game (PAX-GBG) is a school-based intervention shown to enhance student self-regulation, encourage prosocial behavior, and curb challenging behaviors. However, little is understood about students' perspectives on the intervention. In this study, we conducted a survey and semi-structured interviews with 3rd-grade students in…
Descriptors: Foreign Countries, Grade 3, Elementary School Students, Student Attitudes
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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
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Grasley-Boy, Nicolette M.; Gage, Nicholas A. – Journal of Behavioral Education, 2022
Inappropriate behaviors often occur in non-classroom settings, such as lunchrooms, due to the increased volume of students with fewer supervising adults. As such, there is a need for effective and efficient behavior management interventions that can be implemented in these environments. To address frequent disruptions in an urban elementary…
Descriptors: Behavior Modification, Urban Schools, Elementary School Students, Lunch Programs
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Fallon, Lindsay M.; Marcotte, Amanda M.; Hamsho, Narmene F.; Robinson-Link, Patrick; Ferron, John M. – School Psychology, 2021
Results from research indicate writing is a critical skill linked to several academic outcomes. To promote improvements in writing quantity and quality, intervention might target increasing students' academic engagement during time designated to practice writing. The purpose of this study was to implement an evidence-based classwide behavioral…
Descriptors: Student Behavior, Behavior Modification, Educational Games, Writing Instruction
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Groves, Emily A.; Austin, Jennifer L. – School Psychology Review, 2020
The Good Behavior Game (GBG) is a classroom management intervention whereby students earn points toward a particular criterion to "win" the game. Typically, students know the criterion at the start of the game. However, this approach may cause behavior to deteriorate if, during the game, students believe that they have already won or…
Descriptors: Student Behavior, Behavior Problems, Educational Games, Classroom Techniques
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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
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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
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Wiskow, Katie M.; Matter, Ashley L.; Donaldson, Jeanne M. – Journal of Applied Behavior Analysis, 2019
The Good Behavior Game (GBG) is a popular group contingency implemented to decrease disruptive behavior in classrooms. However, despite numerous replications of the GBG, there are few direct comparisons evaluating the effectiveness of specific components of the GBG. In the present study, we directly compared the type of feedback delivered during…
Descriptors: Educational Games, Student Behavior, Preschool Children, Classroom Techniques
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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
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Foley, Elizabeth A.; Dozier, Claudia L.; Lessor, Amber L. – Journal of Applied Behavior Analysis, 2019
The Good Behavior Game (GBG) is an effective intervention package for decreasing disruptive behavior in various populations and environments. There is, however, limited research evaluating the GBG with preschoolers. Furthermore, few studies have evaluated the effects of components of the GBG, and of those that have, most have done so only after…
Descriptors: Educational Games, Student Behavior, Preschool Children, Classroom Techniques
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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
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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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