Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 2 |
Descriptor
Behavior Change | 2 |
Classroom Techniques | 2 |
Student Behavior | 2 |
Aggression | 1 |
Behavior Modification | 1 |
Behavior Problems | 1 |
Competition | 1 |
Contingency Management | 1 |
Correlation | 1 |
Educational Games | 1 |
Feedback (Response) | 1 |
More ▼ |
Source
Behavior Modification | 2 |
Author
Kleinman, Kimberly E. | 1 |
Saigh, Philip A. | 1 |
Sterling-Turner, Heather E. | 1 |
Tingstrom, Daniel H. | 1 |
Wilczynski, Susan M. | 1 |
Publication Type
Journal Articles | 2 |
Reports - Evaluative | 1 |
Reports - Research | 1 |
Education Level
High Schools | 1 |
Audience
Location
New York | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Meets WWC Standards with or without Reservations | 1 |
Kleinman, Kimberly E.; Saigh, Philip A. – Behavior Modification, 2011
The efficacy of the Good Behavior Game was examined in a multiethnic New York City public high school. Classroom rules were posted and students were divided into two teams. A reinforcement preference questionnaire was used to select daily and weekly prizes. The classroom teacher indicated that he was going to place a check on the board after every…
Descriptors: Feedback (Response), Behavior Problems, High School Students, Questionnaires
Tingstrom, Daniel H.; Sterling-Turner, Heather E.; Wilczynski, Susan M. – Behavior Modification, 2006
The Good Behavior Game (GBG), a type of interdependent group-oriented contingency management procedure, was first introduced in 1969 and has been used with overwhelming success in classrooms and other settings. Since its inception, the "game" has utilized team competition and peer influence combined with reinforcement procedures. It has been found…
Descriptors: Contingency Management, Peer Influence, Reinforcement, Behavior Change