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Olfa Tounsi; Anis Ben Chikha; Abdessalem Koubaa; Omar Trabelsi; Liwa Masmoudi; Haitham A. Jahrami; Cain C. T. Clark; Khaled Trabelsi; Mourad Bahloul – International Journal of Disability, Development and Education, 2025
The Good Behaviour Game (GBG) is an interdependent group contingency intervention, previously shown to be effective in managing students' behaviour across several studies. An ABAB withdrawal design was implemented to examine the effects of the GBG on the engagement and disruptive behaviours of 12 students diagnosed principally with a mild…
Descriptors: Students with Disabilities, Mild Intellectual Disability, Physical Education, Self Contained Classrooms
Sharpe, Ashlyn N.; Joslyn, P. Raymond – Education and Treatment of Children, 2021
The Good Behavior Game (GBG) and a common variation referred to as the Caught Being Good Game (CBGG) are two well-established group contingency classroom management procedures. However, there have been few comparison studies of the two procedures, and none have been conducted with students older than kindergarten or those who engage in severe…
Descriptors: Student Behavior, Measures (Individuals), Prosocial Behavior, Game Based Learning
Jensen Chotto – ProQuest LLC, 2024
The Good Behavior Game (GBG) is an effective procedure for reducing disruptive classroom behavior. In this study, students in 3 fifth grade classes selected the rules of the GBG and then experienced the GBG with different forms of feedback delivery for rule violations (vocal and visual, vocal only, visual only, no feedback) on disruptive classroom…
Descriptors: Feedback (Response), Student Behavior, Game Based Learning, Behavior Modification
Moore, Tara C.; Gordon, Jason R.; Williams, Angela; Eshbaugh, Jessica F. – Behavioral Disorders, 2022
A within-participant withdrawal design was used to examine the effects of a positive version of the Good Behavior Game (GBG) for three students in an elementary special education classroom for students with emotional or behavioral disorders (EBD). Results indicated immediate improvements in disruptive behavior and academic engagement for all three…
Descriptors: Student Behavior, Behavior Modification, Self Contained Classrooms, Emotional Disturbances
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
Rebecca Parrish – ProQuest LLC, 2013
While school lunch has the potential to be a time for students to develop appropriate social skills, most cafeterias are rife with disruptive and aggressive behavior. Lunch monitors struggle to effectively manage the many students eating lunch and yet few evidence-based cafeteria interventions exist. The purpose of this study was to implement and…
Descriptors: Elementary School Students, Student Behavior, Social Behavior, Game Based Learning