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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
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
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
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
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
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
Summer S. Braun; Catherine P. Bradshaw; Lydia A. Beahm; Alexa C. Budavari; Jason Downer; Nicholas S. Ialongo; Patrick H. Tolan – Grantee Submission, 2023
Introduction: Effective classroom management is critical to creating a classroom environment in which social, emotional, and academic learning can take place. The present study investigated the association between early career, early elementary teachers' occupational health (job stress, burnout, and perceived teaching ability) and perceptions of…
Descriptors: Predictor Variables, Program Implementation, Educational Games, Student Behavior
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
Adamson, Reesha M.; McKenna, John William; Mitchell, Barbara – Preventing School Failure, 2019
The use of a tiered approach provides a structured format for increasing consistency across educators to address the diversity of student needs within a school. The same logic of providing a tiered continuum of evidence-based increasingly intensive supports that is characteristic of schoolwide multi-tiered systems of support (MTSS) can be adapted…
Descriptors: Student Behavior, Behavior Problems, Behavior Modification, Classroom Techniques
Patrick Tolan; Lauren Molloy Elreda; Catherine P. Bradshaw; Jason T. Downer; Nicholas Ialongo – Grantee Submission, 2020
A growing body of research documents the effectiveness of classroom management programs on a range of student outcomes, yet few early-career teachers receive training on these practices prior to entering the classroom. Moreover, few studies have attended to how variations in teacher distress or level of classroom misbehavior affects training…
Descriptors: Randomized Controlled Trials, Educational Games, Student Behavior, Behavior Modification
Alexandra Hennessey – Education Endowment Foundation, 2017
The Good Behaviour Game (GBG) is one of the most popular behaviour management systems for primary-aged children. It has an extensive evidence base supporting its use. The GBG itself can be described as an "interdependent group-oriented contingency management procedure." A major efficacy trial of the GBG in England was conducted that…
Descriptors: Student Behavior, Classroom Techniques, Educational Games, Elementary School Students
Celene E. Domitrovich; Elise T. Pas; Catherine P. Bradshaw; Kimberly D. Becker; Jennifer Keperling; Dennis Embry; Nicholas Ialongo – Grantee Submission, 2015
Evidence-based interventions are being disseminated broadly in schools across the U.S., but the implementation levels achieved in community settings vary considerably. The current study examined the extent to which teacher and school factors were associated with implementation dosage and quality of the PAX Good Behavior Game (PAX GBG), a universal…
Descriptors: Educational Games, Intervention, Program Implementation, Evidence Based Practice
Bowman-Perrott, Lisa; Burke, Mack D.; Zaini, Samar; Zhang, Nan; Vannest, Kimberly – Journal of Positive Behavior Interventions, 2016
The Good Behavior Game (GBG) is a classroom management strategy that uses an interdependent group-oriented contingency to promote prosocial behavior and decrease problem behavior. This meta-analysis synthesized single-case research (SCR) on the GBG across 21 studies, representing 1,580 students in pre-kindergarten through Grade 12. The TauU effect…
Descriptors: Educational Games, Classroom Techniques, Prosocial Behavior, Behavior Problems
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
Celene E. Domitrovich; Catherine P. Bradshaw; Mark T. Greenberg; Dennis Embry; Jeanne M. Poduska; Nicholas S. Ialongo – Grantee Submission, 2010
School-based prevention programs can positively impact a range of social, emotional, and behavioral outcomes. Yet the current climate of accountability pressures schools to restrict activities that are not perceived as part of the core curriculum. Building on models from public health and prevention science, we describe an integrated approach to…
Descriptors: Models, Prevention, School Activities, Integrated Activities
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