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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
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Jensen, Bryant; Pérez Martínez, María Guadalupe; García Medina, Adán Moisés; Martínez, José Felipe; Benito Cox, Carolina; Larsen, Ross – Early Years: An International Journal of Research and Development, 2020
Measures of teaching are used internationally to understand and improve quality in early education with little consideration for ecological validity. In this study, we analyze videos gathered in 58 K-1 classrooms in Central Mexico to evaluate the validity and reliability of scores from an observational tool developed in the U.S. and used…
Descriptors: Foreign Countries, Classroom Environment, Kindergarten, Grade 1
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Chu, Szu-Yin; Baker, Sonia – Preventing School Failure, 2015
Video self-modeling has been proven to be effective with other populations with challenging behaviors, but only a few studies of video self-modeling have been conducted with high school students with emotional and behavioral disorders. This study aimed to focus on analyzing the effects of video self-modeling on four high school students with…
Descriptors: High School Students, Emotional Disturbances, Behavior Problems, Behavior Disorders
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Cihak, David F.; Kildare, Laura K.; Smith, Catherine C.; McMahon, Don D.; Quinn-Brown, Luella – Behavior Modification, 2012
Four middle school students with autism spectrum disorders participated in a brief functional analysis and a video Social Stories[TM] intervention to remediate attention-seeking and task-avoidance behaviors. Results indicated that matching video Social Stories[TM] to specific functions of behaviors increased task-engagement behaviors in the…
Descriptors: Video Technology, Middle School Students, Intervention, Autism