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Brandy Marie Hunt – ProQuest LLC, 2012
The Good Behavior Game (GBG) has been widely supported as an effective intervention to alter a variety of target behaviors, in various settings, with varying age groups; however, there are areas warranting further investigation. Prior to the present study, no study has examined the GBG's effectiveness in decreasing disruptive behaviors while…
Descriptors: Intervention, Behavior Modification, Behavior Problems, Preschool Children
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Breso, Edgar; Schaufeli, Wilmar; Salanova, Marisa – Higher Education: The International Journal of Higher Education and Educational Planning, 2011
Using the Social Cognitive Theory as a theoretical framework, this study evaluated a 4-month, individual cognitive-behavioral intervention program to decrease burnout and increase self-efficacy, engagement, and performance among university students. The main objective of the intervention was to decrease the anxiety the students coped with before…
Descriptors: College Students, Burnout, Self Efficacy, Learner Engagement
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Dwyer, Kelly; Rozewski, Danielle; Simonsen, Brandi – Journal of Emotional and Behavioral Disorders, 2012
Individuals who engage in problem behavior should be taught an appropriate behavior that meets the same function and replaces the problem behavior. Often, there are several appropriate replacement behaviors, and guidance is needed to choose among them. This study employs a hybrid single subject design with a baseline, alternating treatments, and…
Descriptors: Behavior Change, Behavior Problems, Comparative Analysis, Task Analysis