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Showing 1 to 15 of 48 results Save | Export
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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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Speight, Renee; Kucharczyk, Suzanne; Whitby, Peggy – Journal of Behavioral Education, 2022
Challenging classroom behavior can interfere with learning. Fortunately known, positive, and proactive approaches to behavior management can improve student responding. Class-Wide Function-related Intervention Teams (CW-FIT) have led to improvement in student behavior across elementary and middle school contexts. However, little is known of the…
Descriptors: Program Effectiveness, Behavior Modification, Student Behavior, Teacher Behavior
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Sepanik, Susan; Zhu, Pei; Shih, Miki Bairstow; Commins, Nicholas – Regional Educational Laboratory Northwest, 2021
Although Oregon has made recent gains in its overall high school graduation rate, 21?percent of public school students entering grade?9 in 2014 did not graduate within four years, by 2018. To improve graduation rates, Oregon voters approved Ballot Measure 98 in 2016 to fund dropout prevention and college and career readiness initiatives in high…
Descriptors: Program Effectiveness, Identification, Early Intervention, Graduation Rate
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Joslyn, P. Raymond; Vollmer, Timothy R. – Journal of Applied Behavior Analysis, 2020
The Good Behavior Game (GBG) is a well-documented group contingency designed to reduce disruptive behavior in classroom settings. However, few studies have evaluated the GBG with students who engage in severe problem behavior in alternative schools, and there are few demonstrations of training teachers in those settings to implement the GBG. In…
Descriptors: Classroom Techniques, Student Behavior, Nontraditional Education, Behavior Disorders
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McIntosh, Kent; Girvan, Erik J.; Fairbanks Falcon, Sarah; McDaniel, Sara C.; Smolkowski, Keith; Bastable, Eoin; Santiago-Rosario, María Reina; Izzard, Sara; Austin, Sean C.; Nese, Rhonda N. T.; Baldy, Tabathia S. – School Psychology, 2021
We assessed the effects of a whole-school equity intervention implemented within a school-wide positive behavioral interventions and supports (PBIS) framework on racial inequities in school discipline in eight elementary schools with inequitable referrals for Black students. The intervention involved assessing patterns of racial disparities in…
Descriptors: Positive Behavior Supports, Behavior Problems, Behavior Modification, Racial Bias
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Joslyn, P. Raymond; Vollmer, Timothy R.; Kronfli, Faris R. – Journal of Behavioral Education, 2019
Group contingencies have been indicated to be effective in reducing disruptive behavior and increasing academic engagement in school settings. Previous research has demonstrated their efficacy with a wide range of student ages, but there have been few studies with older students who engage in severe disruptive behavior. In the current study, we…
Descriptors: Contingency Management, Behavior Problems, Behavior Modification, Student Behavior
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W. Blake Ford; Keith C. Radley; Daniel H. Tingstrom; Brad A. Dufrene – Journal of Positive Behavior Interventions, 2020
Disruptive behavior (DB) negatively affects the learning process in various ways, interfering with the educational process of individual students, the teacher, and/or the class as a whole. Group contingency interventions, such as the Good Behavior Game (GBG), are often used classwide to provide teachers with evidence-based management strategies…
Descriptors: Behavior Problems, Student Behavior, High School Students, Grade 9
Harris, Douglas N.; Mills, Jonathan – Annenberg Institute for School Reform at Brown University, 2021
We provide theory and evidence about how the design of college financial aid programs affects a variety of high school, college, and life outcomes. The evidence comes from an eight-year randomized trial where 2,587 high school ninth graders received a $12,000 merit-based grant offer. During high school, the program increased their college…
Descriptors: Student Financial Aid, High School Students, Grade 9, Merit Scholarships
Zoblotsky, Todd; Gallagher, Brenda; O'Daniel, Roland – Grantee Submission, 2020
The purpose of this study was to determine the effectiveness of Get the Picture?! in improving the overall college/career readiness of 900 students with disabilities in each of the nine participating treatment high schools in nine rural, high poverty Kentucky school districts after four years of implementation. This quasi-experimental study…
Descriptors: Program Effectiveness, College Readiness, Career Readiness, Students with Disabilities
Lina G. Kitson – ProQuest LLC, 2020
Problem behaviors are prevalent in schools and may result in negative effects for the students exhibiting those behaviors, teachers, and other students. Increasing on-task behaviors has been shown to minimize disruptive behaviors. The current study utilized an interdependent group contingency-based intervention, Class-Wide Function-related…
Descriptors: Intervention, Behavior Problems, Student Behavior, Elementary School Students
Pas, Elise T.; Ryoo, Ji Hoon; Musci, Rashelle; Bradshaw, Catherine P. – Grantee Submission, 2019
The three-tiered Positive Behavioral Interventions and Supports (PBIS) framework promotes the development of systems and data analysis to guide the selection and implementation of evidence-based practices across multiple tiers. The current study examined the effects of universal (tier 1) or school-wide PBIS (SW-PBIS) in one state's scale-up of…
Descriptors: Positive Behavior Supports, Behavior Modification, Intervention, Program Effectiveness
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Ialongo, Nicholas S.; Domitrovich, Celene; Embry, Dennis; Greenberg, Mark; Lawson, April; Becker, Kimberly D.; Bradshaw, Catherine – Developmental Psychology, 2019
The Good Behavior Game (GBG, Barrish, Saunders, & Wolf, 1969) and the PATHS Curriculum (Promoting Alternative Thinking Strategies; Greenberg, Kusche, Cook, & Quamma, 1995) represent 2 universal, elementary school, preventive interventions which have been shown in large-scale, randomized controlled trials to have an immediate and beneficial…
Descriptors: Prevention, Intervention, Program Effectiveness, Student Behavior
Nelson, Melanie A.; Caldarella, Paul; Hansen, Blake D.; Graham, Mark A.; Williams, Leslie; Wills, Howard P. – Journal of Positive Behavior Interventions, 2018
Disruptive student behavior, a common concern for teachers, presents particular challenges for those who teach art. Class-Wide Function-Related Intervention Teams (CW-FIT) is a multitiered intervention for implementing effective classroom management strategies aligned with schoolwide positive behavior interventions and supports. CW-FIT has proven…
Descriptors: Student Behavior, Behavior Problems, Art Education, Intervention
Krystine A. Jolstead; Paul Caldarella; Blake Hansen; Byran B. Korth; Leslie Williams; Debra Kamps – Journal of Positive Behavior Interventions, 2017
Challenging behavior in preschool is a serious concern for teachers. Positive behavior interventions and supports (PBIS) have been shown to be effective in reducing such behaviors. Class-Wide Function-Related Intervention Teams (CW-FIT) is a specific multi-tiered intervention for implementing effective classroom management strategies using PBIS…
Descriptors: Positive Behavior Supports, Program Implementation, Preschool Education, Intervention
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Humphrey, Neil; Hennessey, Alexandra; Ashworth, Emma; Frearson, Kirsty; Black, Louise; Petersen, Kim; Wo, Lawrence; Panayiotou, Margarita; Lendrum, Ann; Wigelsworth, Michael; Birchinall, Liz; Squires, Garry; Pampaka, Maria – Education Endowment Foundation, 2018
The Good Behaviour Game (GBG) is a universal behaviour management intervention that aims to to improve pupil behaviour with the following core elements: classroom rules, team membership, monitoring of behaviour, and positive reinforcement (rewards). While it is primarily used with children in primary schools, it can also be implemented in early…
Descriptors: Student Behavior, Behavior Modification, Intervention, Games
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