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Evaluation Of A Positive Version Of The Good Behavior Game Utilizing Classdojo Technology In Secondary Classrooms, William Blake Ford
Evaluation Of A Positive Version Of The Good Behavior Game Utilizing Classdojo Technology In Secondary Classrooms, William Blake Ford
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Appropriate and effective classroom management skills are critical in supporting students’ academic, social, and behavior development in schools; however, teachers often cite needing help with classroom management as their greatest need. Given this concern, school psychologists need effective and efficient strategies to offer to teachers and school staff dealing with classwide behavioral difficulties. The Good Behavior Game (GBG) is an empirically supported interdependent group contingency intervention providing explicit classroom management techniques aimed at improving student behavior. The purpose of this study was to assess the effects of a positive version of the GBG utilizing ClassDojo technology on classwide academically engaged …