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The University of Southern Mississippi

Good Behavior Game

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Full-Text Articles in School Psychology

Implementing A Positive Variation Of The Good Behavior Game With The Use Of A Computer-Based Program, Shauna Lynne Aug 2016

Implementing A Positive Variation Of The Good Behavior Game With The Use Of A Computer-Based Program, Shauna Lynne

Dissertations

The Good Behavior Game (GBG) is an interdependent group contingency designed to address behavioral concerns. The vast majority of published findings on the GBG have supported its effectiveness in decreasing disruptive behavior in classroom settings. The purpose of this study was to investigate the effectiveness and the social validity of a positive variation of the GBG in which teachers were asked to use ClassDojo to manage each team’s progress. ClassDojo is a computer-based program that enables teachers to track student behavior and monitor progress by way of a virtual system. Dependent variables included class-wide disruptive and academically engaged behavior (AEB), …


Reducing Disruptive Behavior In High School: The Good Behavior Game, William Blake Ford May 2015

Reducing Disruptive Behavior In High School: The Good Behavior Game, William Blake Ford

Master's Theses

Disruptive behavior in the classroom setting negatively impacts the learning process in various ways, interfering with the educational process of individual students, the teacher, and/or the class as a whole. Class-wide levels of disruptive behaviors worsen these impacts and are often related to problems with a teacher’s classroom management techniques and abilities. Group contingency interventions, such as the Good Behavior Game (GBG), are often used to provide teachers with evidence based management strategies while improving student behavior in the class. Furthermore, group contingency interventions, such as the GBG, can be conceptualized as Tier I or Tier II interventions within a …


Evaluating The Effectiveness Of The Good Behavior Game With General Education High School Students Utilizing A Changing Criterion Component, Rachel Ritter Mitchell Aug 2014

Evaluating The Effectiveness Of The Good Behavior Game With General Education High School Students Utilizing A Changing Criterion Component, Rachel Ritter Mitchell

Dissertations

The purpose of this study was to evaluate the effectiveness of the interdependent group contingency procedure known as the Good Behavior Game (GBG) with upper-level (i.e., 10th, 11th, and 12th grade) general education high school students utilizing a changing criterion design. The effectiveness of the GBG has been investigated with a variety of behaviors across many developmental levels; however, limited research has been done at the high school level. To date, only a few studies have examined the effectiveness of the GBG with a general education high school population, one with a single 9th grade classroom (Kleinman & Saigh, 2011) …


Using The Good Behavior Game To Decrease Disruptive Behavior While Increasing Academic Engagement With A Headstart Population, Brandy Marie Hunt Aug 2012

Using The Good Behavior Game To Decrease Disruptive Behavior While Increasing Academic Engagement With A Headstart Population, Brandy Marie Hunt

Dissertations

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 increasing appropriate academic behaviors within a preschool population. The present study adds to the literature base by investigating the GBG’s effectiveness in simultaneously decreasing classroom disruptive behaviors while increasing appropriate behaviors. A multiple baseline design across three Headstart classrooms was used to evaluate the effectiveness of the GBG on …