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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
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
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
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
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
Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano – Simulation & Gaming, 2010
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…
Descriptors: Obesity, Health Behavior, Behavior Modification, Behavior Change